- Try all valid best fit pairs instead of only the first when qty=2, picking the best via IsBetterFill comparer (fixes suboptimal plate selection during auto-nesting) - Pre-compute best fits across all plate sizes once via BestFitCache.ComputeForSizes instead of per-size GPU evaluation - Early exit plate optimizer when all items fit (salvage < 100%) - Trim slide offset sweep range to 50% overlap to reduce candidates - Use actual geometry (ray-arc/ray-circle intersection) instead of tessellated polygons for slide distance computation — eliminates the massive line count from circle/arc tessellation - Add RayArcDistance and RayCircleDistance to SpatialQuery - Add PartGeometry.GetOffsetPerimeterEntities for non-tessellated perimeter extraction - Disable GPU slide computer (slower than CPU currently) - Remove dead SelectBestFitPair virtual method and overrides Reduces best fit computation from 7+ minutes to ~4 seconds for a 73x25" part with 30+ holes on a 48x96 plate. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
62 lines
2.2 KiB
C#
62 lines
2.2 KiB
C#
using OpenNest.Geometry;
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using System.Collections.Generic;
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namespace OpenNest.Engine.BestFit
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{
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public class GpuDistanceComputer : IDistanceComputer
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{
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private readonly ISlideComputer _slideComputer;
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public GpuDistanceComputer(ISlideComputer slideComputer)
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{
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_slideComputer = slideComputer;
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}
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public double[] ComputeDistances(
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List<Line> stationaryLines,
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List<Line> movingTemplateLines,
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SlideOffset[] offsets)
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{
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var stationarySegments = SpatialQuery.FlattenLines(stationaryLines);
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var movingSegments = SpatialQuery.FlattenLines(movingTemplateLines);
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var count = offsets.Length;
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var flatOffsets = new double[count * 2];
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var directions = new int[count];
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for (var i = 0; i < count; i++)
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{
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flatOffsets[i * 2] = offsets[i].Dx;
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flatOffsets[i * 2 + 1] = offsets[i].Dy;
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directions[i] = DirectionVectorToInt(offsets[i].DirX, offsets[i].DirY);
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}
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return _slideComputer.ComputeBatchMultiDir(
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stationarySegments, stationaryLines.Count,
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movingSegments, movingTemplateLines.Count,
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flatOffsets, count, directions);
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}
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public double[] ComputeDistances(
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List<Entity> stationaryEntities,
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List<Entity> movingEntities,
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SlideOffset[] offsets)
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{
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// GPU path doesn't support native entities yet — fall back to CPU.
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var cpu = new CpuDistanceComputer();
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return cpu.ComputeDistances(stationaryEntities, movingEntities, offsets);
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}
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/// <summary>
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/// Maps a unit direction vector to a PushDirection int for the GPU interface.
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/// Left=0, Down=1, Right=2, Up=3.
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/// </summary>
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private static int DirectionVectorToInt(double dirX, double dirY)
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{
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if (dirX < -0.5) return (int)PushDirection.Left;
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if (dirX > 0.5) return (int)PushDirection.Right;
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if (dirY < -0.5) return (int)PushDirection.Down;
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return (int)PushDirection.Up;
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}
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}
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}
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