Create *::Geometry::nearest_point_index to speed up shortest_path method.
This fix gives a further 10% speedup on simcop2387's coaster.
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@ -29,26 +29,19 @@ sub shortest_path {
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my @paths = ();
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my $start_at;
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my $endpoints = [ map $_->endpoints, @my_paths ];
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CYCLE: while (@my_paths) {
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while (@my_paths) {
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# find nearest point
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$start_at = $start_near
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? Slic3r::Point->new(Slic3r::Geometry::nearest_point($start_near, $endpoints))
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: $self->endpoints->[0];
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# loop through paths to find the one that starts or ends at the point found
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PATH: for (my $i = 0; $i <= $#my_paths; $i++) {
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if ($start_at->id eq $my_paths[$i]->points->[0]->id) {
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push @paths, splice @my_paths, $i, 1;
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} elsif ($start_at->id eq $my_paths[$i]->points->[-1]->id) {
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$my_paths[$i]->reverse;
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push @paths, splice @my_paths, $i, 1;
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} else {
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next PATH;
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}
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splice @$endpoints, $i*2, 2;
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$start_near = $paths[-1]->points->[-1];
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next CYCLE;
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my $start_index = $start_near
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? Slic3r::Geometry::nearest_point_index($start_near, $endpoints)
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: 0;
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my $path_index = int($start_index/2);
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if ($start_index%2) { # index is end so reverse to make it the start
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$my_paths[$path_index]->reverse;
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}
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push @paths, splice @my_paths, $path_index, 1;
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splice @$endpoints, $path_index*2, 2;
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$start_near = $paths[-1]->points->[-1];
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}
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return @paths;
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}
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@ -239,17 +239,23 @@ sub polygon_lines {
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sub nearest_point {
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my ($point, $points) = @_;
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my $index = nearest_point_index(@_);
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return $points->[$index];
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}
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sub nearest_point_index {
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my ($point, $points) = @_;
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my ($nearest_point, $distance) = ();
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foreach my $p (@$points) {
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my $d = distance_between_points($point, $p);
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my ($nearest_point_index, $distance) = ();
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for my $i (0..$#$points) {
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my $d = distance_between_points($point, $points->[$i]);
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if (!defined $distance || $d < $distance) {
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$nearest_point = $p;
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$nearest_point_index = $i;
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$distance = $d;
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return $p if $distance < epsilon;
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return $i if $distance < epsilon;
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}
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}
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return $nearest_point;
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return $nearest_point_index;
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}
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# given a segment $p1-$p2, get the point at $distance from $p1 along segment
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