Files
OpenNest/OpenNest.Engine/BestFit/GpuDistanceComputer.cs
AJ Isaacs 4f21fb91a1 refactor: extract IDistanceComputer with CPU and GPU implementations
Extract distance computation from RotationSlideStrategy into a pluggable
IDistanceComputer interface. CpuDistanceComputer adds leading-face vertex
culling (~50% fewer rays per direction) with early exit on overlap.
GpuDistanceComputer wraps ISlideComputer with Line-to-flat-array conversion.
SlideOffset struct uses direction vectors (DirX/DirY) instead of PushDirection.
SpatialQuery.RayEdgeDistance(dirX,dirY) made public for CPU path.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 00:04:12 -04:00

52 lines
1.8 KiB
C#

using OpenNest.Geometry;
using System.Collections.Generic;
namespace OpenNest.Engine.BestFit
{
public class GpuDistanceComputer : IDistanceComputer
{
private readonly ISlideComputer _slideComputer;
public GpuDistanceComputer(ISlideComputer slideComputer)
{
_slideComputer = slideComputer;
}
public double[] ComputeDistances(
List<Line> stationaryLines,
List<Line> movingTemplateLines,
SlideOffset[] offsets)
{
var stationarySegments = SpatialQuery.FlattenLines(stationaryLines);
var movingSegments = SpatialQuery.FlattenLines(movingTemplateLines);
var count = offsets.Length;
var flatOffsets = new double[count * 2];
var directions = new int[count];
for (var i = 0; i < count; i++)
{
flatOffsets[i * 2] = offsets[i].Dx;
flatOffsets[i * 2 + 1] = offsets[i].Dy;
directions[i] = DirectionVectorToInt(offsets[i].DirX, offsets[i].DirY);
}
return _slideComputer.ComputeBatchMultiDir(
stationarySegments, stationaryLines.Count,
movingSegments, movingTemplateLines.Count,
flatOffsets, count, directions);
}
/// <summary>
/// Maps a unit direction vector to a PushDirection int for the GPU interface.
/// Left=0, Down=1, Right=2, Up=3.
/// </summary>
private static int DirectionVectorToInt(double dirX, double dirY)
{
if (dirX < -0.5) return (int)PushDirection.Left;
if (dirX > 0.5) return (int)PushDirection.Right;
if (dirY < -0.5) return (int)PushDirection.Down;
return (int)PushDirection.Up;
}
}
}