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Plans on porting to C/C++ ? #6
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The NFP algo would be faster in C, but I'm not sure how much. It's essentially a massive amount of floating point operations, which I assume would optimize pretty well in V8. Given that my C is pretty rusty, I'm going to say no for now. Might be a project for someone with better knowledge of C perhaps. |
Speed isn't my main concern in this case because I understand that JS is a beast in its own way (Your demo impressed me, and quite a few others obviously). This should be ported to a library. Leave this issue open perhaps for others to collaborate, express interest and/or make it happen. |
I agree its very cool. Rather than C++ though, I might attempt a python port using numpy for the matrix work. |
+1 for Python port. Would be willing to help on that. |
i agree a python or c++ port would be great |
👍 for CUDA/OpenCL port 😄 |
golang anyone? : ] The only thing unique to this implementation is the No Fit Polygon algo. In C++/Python/Java etc there are much better, mature libraries for path clipping/svg parsing/random geometric functions. I think if someone wanted to write a *lang version of this they'd be better off reading the papers linked in the readme and using the NFP algo in geometryutils.js as inspiration rather than a straight port. |
Thanks for the pointers Jack. If anyone wants to help out - lets discuss in the Issues over there. |
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Looking forward to it!
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@servant74, @crushedice2000, @antimodular, @rmelly - care to come over and join me ? |
+1 for some sort of command-line implementation. |
I'm working on porting it to C++: https://github.com/kallaballa/nestcpp/blob/master/src/util/geometry_util.cpp At the moment i'm translating one function after the other. Anyone wants to join the effort? |
i stopped trying to port the javascript and started to implement the approach from bottom up following the papers. i started with the implementation of no-fit polygons: https://github.com/kallaballa/libnfp |
@kallaballa , I'm interested in the translation of svgnest with C++ |
Recently, I implemented multi threaded rectangular layout in the C++environment, but there are several defects on the motherboard. It can be arranged once in about 100 seconds C++wrote the core layout section, and used Python for the genetic algorithm section I am planning to write a C++version of polygon layout, preferably to support the presence of voids in the board and the presence of voids on the motherboard. I have a very clever idea of dropping parts into the motherboard from above at a specific angle and position |
Have their been any developments in this space? I have not had any success with the CLI forks for deepnest. |
No progress, there is currently no C++version available |
Any plans on porting this to C/C++ so that other language bindings (I.E. SWIG) can be made available?
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