Sheet metal: a thousand cut-outs fit the flat budget, ten times faster (#732) (#964)

- A new cut was clipped against the panel with every one of its cut-outs, so
  each hole of a perforation cost the square of all the holes before it and the
  second cut of 500 ran out of the flat budget. A tool is now clipped against
  only the cut-outs whose boxes meet its own (the same result).
- The planar booleans' point-in-loop test now skips loops whose box is clear of
  the point, before the costly on-the-loop test; with a thousand holes that test
  was most of the time.

The 1000-hole panel now takes about 15 s instead of failing.

Co-authored-by: jonaswre <3731681+jonaswre@users.noreply.github.com>
Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
authored and GitHub committed 2026-10-14 00:40:08 -04:00
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@@ -854,6 +854,14 @@ fn inside_loop(lp: &Loop2, p: Vec2) -> bool {
// counts the touch and the other misses it. Move the ray off such points: a shift far below
// any modelling tolerance cannot change the answer for a point that is not on the loop.
let scale = 1.0 + p.x.abs().max(p.y.abs());
// A point clear of the loop's box (by more than the ray shifts below) is outside it: skip
// the costly tests, which a region with a thousand cut-outs runs for every probe (#732).
if let Some((lo, hi)) = loop_box(lp) {
let m = scale * 1e-6;
if p.x < lo.x - m || p.x > hi.x + m || p.y < lo.y - m || p.y > hi.y + m {
return false;
}
}
// A point on the loop keeps the half-open answer.
if lp.segs.iter().any(|s| s.point_at(s.closest_param(p)).dist(p) < scale * 1e-9) {
return inside_loop_ray(lp, p);
@@ -872,6 +880,24 @@ fn inside_loop(lp: &Loop2, p: Vec2) -> bool {
inside_loop_ray(lp, ray)
}
/// A box holding a loop of lines and arcs (an arc's whole circle); None for other curves.
fn loop_box(lp: &Loop2) -> Option<(Vec2, Vec2)> {
let mut lo = Vec2::new(f64::MAX, f64::MAX);
let mut hi = Vec2::new(f64::MIN, f64::MIN);
let mut add = |a: Vec2, b: Vec2| {
lo = Vec2::new(lo.x.min(a.x), lo.y.min(a.y));
hi = Vec2::new(hi.x.max(b.x), hi.y.max(b.y));
};
for seg in &lp.segs {
match *seg {
Seg2::Line { a, b } => add(Vec2::new(a.x.min(b.x), a.y.min(b.y)), Vec2::new(a.x.max(b.x), a.y.max(b.y))),
Seg2::Arc { center, radius, .. } => add(center - Vec2::new(radius.abs(), radius.abs()), center + Vec2::new(radius.abs(), radius.abs())),
_ => return None,
}
}
(lo.x <= hi.x && lo.y <= hi.y && [lo.x, lo.y, hi.x, hi.y].iter().all(|v| v.is_finite())).then_some((lo, hi))
}
/// [`inside_loop`] with the ray along +x from `p` taken as given.
fn inside_loop_ray(lp: &Loop2, p: Vec2) -> bool {
let mut odd = false;