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The first fill of a new drawing was blamed on the best-fit pair search, but on the reported nest that search takes ~3.4 s. The time goes to FillLinear.FillGrid, run thousands of times by the Pairs, Row/Column and Linear strategies: pattern copy-distance slides and the grid overlap check. Every change keeps the output bit for bit (part poses compared on the benchmark nest; best-fit results unchanged). - ConvexDecomposition.Triangulate: unlink clipped vertices from a circular list instead of List.RemoveAt, and remember why a vertex failed the ear test (same neighbors, same blocking vertex still present) instead of retesting it after every ear. Compared bitwise against a frozen pre-change copy, including the blocker-clipped case. - Collision: skip triangles whose box misses the other triangulation's union box (exact: min/max and monotone subtraction), reuse each triangle's open vertices, and let the overlap-only path stop at its first region when there are no holes. Check still returns every region. - SpatialQuery.ExtractEntityVertices presizes its set; FillLinear extracts each entity list's vertices once per copy-distance search rather than once per pair. - StripeFiller converges its stripe angles and tiles its grids in parallel. Dedup claims, cached remnant fills, ranking and progress stay in candidate order, and grids are tiled only for configurations a claim can still win (GridDedup.Contains), so results and reports do not depend on the thread count. - LinearFillStrategy fills its angles in parallel through FillHelpers.BestOverAnglesInParallel; angle results, ranking and progress stay in order. Benchmark (one drawing, 60x120, 0.25 spacing, cleared plate, interleaved runs): FillItem Lattice 291/317 s -> 164/153 s, 132 parts both; PairFiller alone 48 s -> 38-42 s. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
91 lines
2.8 KiB
C#
91 lines
2.8 KiB
C#
using System;
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using System.Collections.Concurrent;
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using OpenNest.Geometry;
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namespace OpenNest.Engine.Fill;
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/// <summary>
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/// Tracks evaluated grid configurations so duplicate pattern/direction/workArea
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/// combinations can be skipped across fill strategies.
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/// </summary>
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public class GridDedup
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{
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public const string SharedStateKey = "GridDedup";
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private readonly ConcurrentDictionary<GridKey, byte> _seen = new();
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/// <summary>
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/// Returns true if this configuration has NOT been seen before (i.e., should be evaluated).
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/// Returns false if it's a duplicate.
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/// </summary>
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public bool TryAdd(Box patternBox, Box workArea, NestDirection dir)
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{
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var key = new GridKey(patternBox, workArea, dir);
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return _seen.TryAdd(key, 0);
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}
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/// <summary>
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/// True if <see cref="TryAdd"/> already accepted this configuration. Claims are never
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/// removed, so a configuration seen now stays rejected.
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/// </summary>
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public bool Contains(Box patternBox, Box workArea, NestDirection dir) =>
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_seen.ContainsKey(new GridKey(patternBox, workArea, dir));
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public int Count => _seen.Count;
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/// <summary>
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/// Gets or creates a GridDedup from FillContext.SharedState.
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/// </summary>
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public static GridDedup GetOrCreate(
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System.Collections.Generic.Dictionary<string, object> sharedState
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)
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{
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if (sharedState.TryGetValue(SharedStateKey, out var existing))
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return (GridDedup)existing;
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var dedup = new GridDedup();
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sharedState[SharedStateKey] = dedup;
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return dedup;
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}
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private readonly struct GridKey : IEquatable<GridKey>
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{
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private readonly int _patternW,
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_patternL,
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_workW,
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_workL,
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_dir;
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public GridKey(Box patternBox, Box workArea, NestDirection dir)
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{
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_patternW = (int)System.Math.Round(patternBox.Width * 10);
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_patternL = (int)System.Math.Round(patternBox.Length * 10);
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_workW = (int)System.Math.Round(workArea.Width * 10);
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_workL = (int)System.Math.Round(workArea.Length * 10);
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_dir = (int)dir;
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}
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public bool Equals(GridKey other) =>
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_patternW == other._patternW
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&& _patternL == other._patternL
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&& _workW == other._workW
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&& _workL == other._workL
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&& _dir == other._dir;
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public override bool Equals(object obj) => obj is GridKey other && Equals(other);
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public override int GetHashCode()
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{
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unchecked
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{
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var hash = _patternW;
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hash = hash * 397 ^ _patternL;
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hash = hash * 397 ^ _workW;
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hash = hash * 397 ^ _workL;
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hash = hash * 397 ^ _dir;
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return hash;
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}
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}
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}
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}
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