Files
OpenNest/OpenNest.Engine/BestFit/GpuDistanceComputer.cs
T

81 lines
2.8 KiB
C#

using System.Collections.Generic;
using OpenNest.Geometry;
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
)
{
// ISlideComputer is axis-only; do not quantize an arbitrary direction into
// an unrelated cardinal push. Native curves already use this same fallback.
foreach (var offset in offsets)
{
if (!((offset.DirX == 0 && System.Math.Abs(offset.DirY) == 1)
|| (offset.DirY == 0 && System.Math.Abs(offset.DirX) == 1)))
return new CpuDistanceComputer().ComputeDistances(stationaryLines, movingTemplateLines, 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
);
}
public double[] ComputeDistances(
List<Entity> stationaryEntities,
List<Entity> movingEntities,
SlideOffset[] offsets
)
{
// GPU path doesn't support native entities yet — fall back to CPU.
var cpu = new CpuDistanceComputer();
return cpu.ComputeDistances(stationaryEntities, movingEntities, offsets);
}
/// <summary>
/// Maps a unit direction vector to a PushDirection int for the GPU interface.
/// Up=0, Down=1, Left=2, Right=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;
}
}
}