Files
OpenNest/OpenNest.Gpu/GpuPairEvaluator.cs
AJ Isaacs 7c4eac5460 refactor: extract ShapeBuilder from Helper
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 17:41:40 -04:00

298 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using ILGPU;
using ILGPU.Runtime;
using OpenNest.Converters;
using OpenNest.Engine.BestFit;
using OpenNest.Geometry;
using OpenNest.Math;
namespace OpenNest.Gpu
{
public class GpuPairEvaluator : IPairEvaluator, IDisposable
{
private readonly Context _context;
private readonly Accelerator _accelerator;
private readonly Drawing _drawing;
private readonly double _spacing;
private readonly double _cellSize;
public GpuPairEvaluator(Drawing drawing, double spacing, double cellSize = PartBitmap.DefaultCellSize)
{
_drawing = drawing;
_spacing = spacing;
_cellSize = cellSize;
_context = Context.CreateDefault();
_accelerator = _context.GetPreferredDevice(preferCPU: false)
.CreateAccelerator(_context);
}
public List<BestFitResult> EvaluateAll(List<PairCandidate> candidates)
{
if (candidates.Count == 0)
return new List<BestFitResult>();
// Rasterize A from a Part created at the origin — guarantees the
// bitmap coordinate system exactly matches Part.CreateAtOrigin.
var partA = Part.CreateAtOrigin(_drawing);
var bitmapA = PartBitmap.FromPart(partA, _cellSize);
if (bitmapA.Width == 0 || bitmapA.Height == 0)
return candidates.Select(c => MakeEmptyResult(c)).ToList();
// Pre-compute A vertices once for all rotation groups
var verticesA = GetPartVertices(partA);
// Group candidates by Part2Rotation so we rasterize B once per unique rotation
var groups = candidates
.Select((c, i) => new { Candidate = c, OriginalIndex = i })
.GroupBy(x => System.Math.Round(x.Candidate.Part2Rotation, 6));
var allResults = new BestFitResult[candidates.Count];
var trueArea = _drawing.Area * 2;
foreach (var group in groups)
{
var rotation = group.Key;
var groupItems = group.ToList();
// Rasterize B at this rotation from a Part created at origin
var partB = Part.CreateAtOrigin(_drawing, rotation);
var bitmapB = PartBitmap.FromPart(partB, _cellSize);
if (bitmapB.Width == 0 || bitmapB.Height == 0)
{
foreach (var item in groupItems)
allResults[item.OriginalIndex] = MakeEmptyResult(item.Candidate);
continue;
}
// Pre-compute B vertices at origin for this rotation group
var verticesB = GetPartVertices(partB);
var locationB = partB.Location;
// Use the max dimensions so both bitmaps fit on the same grid
var gridWidth = System.Math.Max(bitmapA.Width, bitmapB.Width);
var gridHeight = System.Math.Max(bitmapA.Height, bitmapB.Height);
var paddedA = PadBitmap(bitmapA, gridWidth, gridHeight);
var paddedB = PadBitmap(bitmapB, gridWidth, gridHeight);
// The CPU evaluator replaces partB.Location with Part2Offset,
// so the world-space shift from B's bitmap position is
// (Part2Offset - partB.Location). We convert that shift to
// pixel coordinates, adjusting for the bitmap origin difference.
var candidateCount = groupItems.Count;
var offsets = new int[candidateCount * 2];
for (var i = 0; i < candidateCount; i++)
{
var c = groupItems[i].Candidate;
var shiftX = c.Part2Offset.X - locationB.X;
var shiftY = c.Part2Offset.Y - locationB.Y;
offsets[i * 2 + 0] = (int)System.Math.Round((shiftX + bitmapB.OriginX - bitmapA.OriginX) / _cellSize);
offsets[i * 2 + 1] = (int)System.Math.Round((shiftY + bitmapB.OriginY - bitmapA.OriginY) / _cellSize);
}
var resultScores = new int[candidateCount];
using var gpuPaddedA = _accelerator.Allocate1D(paddedA);
using var gpuPaddedB = _accelerator.Allocate1D(paddedB);
using var gpuOffsets = _accelerator.Allocate1D(offsets);
using var gpuResults = _accelerator.Allocate1D(resultScores);
var kernel = _accelerator.LoadAutoGroupedStreamKernel<
Index1D,
ArrayView1D<int, Stride1D.Dense>,
ArrayView1D<int, Stride1D.Dense>,
ArrayView1D<int, Stride1D.Dense>,
ArrayView1D<int, Stride1D.Dense>,
int, int>(OverlapKernel);
kernel(candidateCount, gpuPaddedA.View, gpuPaddedB.View,
gpuOffsets.View, gpuResults.View, gridWidth, gridHeight);
_accelerator.Synchronize();
gpuResults.CopyToCPU(resultScores);
// Process results in parallel — pre-computed vertices avoid
// per-candidate Part creation, and Parallel.For matches the
// CPU evaluator's Parallel.ForEach concurrency.
Parallel.For(0, candidateCount, i =>
{
var item = groupItems[i];
var hasOverlap = resultScores[i] > 0;
if (hasOverlap)
{
allResults[item.OriginalIndex] = new BestFitResult
{
Candidate = item.Candidate,
RotatedArea = 0,
BoundingWidth = 0,
BoundingHeight = 0,
OptimalRotation = 0,
TrueArea = trueArea,
Keep = false,
Reason = "Overlap detected"
};
}
else
{
allResults[item.OriginalIndex] = ComputeBoundingResult(
item.Candidate, trueArea, verticesA, verticesB, locationB);
}
});
}
return allResults.ToList();
}
/// <summary>
/// Overlap kernel using integer cell offsets pre-rounded on the CPU.
/// Shares one A and one B bitmap across all candidates — only the
/// integer offset varies per candidate.
/// </summary>
private static void OverlapKernel(
Index1D index,
ArrayView1D<int, Stride1D.Dense> partBitmapA,
ArrayView1D<int, Stride1D.Dense> partBitmapB,
ArrayView1D<int, Stride1D.Dense> candidateOffsets,
ArrayView1D<int, Stride1D.Dense> results,
int gridWidth,
int gridHeight)
{
var offsetX = candidateOffsets[index * 2];
var offsetY = candidateOffsets[index * 2 + 1];
var overlapCount = 0;
for (var y = 0; y < gridHeight; y++)
{
for (var x = 0; x < gridWidth; x++)
{
var cellA = partBitmapA[y * gridWidth + x];
if (cellA != 1) continue;
var bx = x - offsetX;
var by = y - offsetY;
if (bx >= 0 && bx < gridWidth && by >= 0 && by < gridHeight)
{
if (partBitmapB[by * gridWidth + bx] == 1)
overlapCount++;
}
}
}
results[index] = overlapCount;
}
private static int[] PadBitmap(PartBitmap bitmap, int targetWidth, int targetHeight)
{
if (bitmap.Width == targetWidth && bitmap.Height == targetHeight)
return bitmap.Cells;
var padded = new int[targetWidth * targetHeight];
for (var y = 0; y < bitmap.Height; y++)
{
for (var x = 0; x < bitmap.Width; x++)
{
padded[y * targetWidth + x] = bitmap.Cells[y * bitmap.Width + x];
}
}
return padded;
}
private const double ChordTolerance = 0.01;
private static BestFitResult ComputeBoundingResult(
PairCandidate candidate, double trueArea,
List<Vector> verticesA, List<Vector> verticesB, Vector locationB)
{
var shift = candidate.Part2Offset - locationB;
var allPoints = new List<Vector>(verticesA.Count + verticesB.Count);
allPoints.AddRange(verticesA);
foreach (var v in verticesB)
allPoints.Add(v + shift);
double bestArea, bestWidth, bestHeight, bestRotation;
if (allPoints.Count >= 3)
{
var hull = ConvexHull.Compute(allPoints);
var result = RotatingCalipers.MinimumBoundingRectangle(hull);
bestArea = result.Area;
bestWidth = result.Width;
bestHeight = result.Height;
bestRotation = result.Angle;
}
else
{
bestArea = 0;
bestWidth = 0;
bestHeight = 0;
bestRotation = 0;
}
return new BestFitResult
{
Candidate = candidate,
RotatedArea = bestArea,
BoundingWidth = bestWidth,
BoundingHeight = bestHeight,
OptimalRotation = bestRotation,
TrueArea = trueArea,
Keep = true,
Reason = "Valid"
};
}
private static List<Vector> GetPartVertices(Part part)
{
var entities = ConvertProgram.ToGeometry(part.Program)
.Where(e => e.Layer != SpecialLayers.Rapid);
var shapes = ShapeBuilder.GetShapes(entities);
var points = new List<Vector>();
foreach (var shape in shapes)
{
var polygon = shape.ToPolygonWithTolerance(ChordTolerance);
polygon.Offset(part.Location);
foreach (var vertex in polygon.Vertices)
points.Add(vertex);
}
return points;
}
private static BestFitResult MakeEmptyResult(PairCandidate candidate)
{
return new BestFitResult
{
Candidate = candidate,
RotatedArea = 0,
BoundingWidth = 0,
BoundingHeight = 0,
OptimalRotation = 0,
TrueArea = 0,
Keep = false,
Reason = "No geometry"
};
}
public void Dispose()
{
_accelerator?.Dispose();
_context?.Dispose();
}
}
}