fix(engine): sort hull edge angles by longest edge first

Longest edges produce the flattest tiling rows and should be tried
first. Also deduplicates angles before sorting.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-16 22:49:35 -04:00
parent c94beb51a4
commit 493f7f837a

View File

@@ -88,19 +88,32 @@ namespace OpenNest
var vertices = hull.Vertices;
var n = hull.IsClosed() ? vertices.Count - 1 : vertices.Count;
var angles = new List<double> { 0 };
// Collect edges with their squared length so we can sort by longest first.
var edges = new List<(double angle, double lengthSq)>();
for (var i = 0; i < n; i++)
{
var next = (i + 1) % n;
var dx = vertices[next].X - vertices[i].X;
var dy = vertices[next].Y - vertices[i].Y;
var lengthSq = dx * dx + dy * dy;
if (dx * dx + dy * dy < Tolerance.Epsilon)
if (lengthSq < Tolerance.Epsilon)
continue;
var angle = -System.Math.Atan2(dy, dx);
if (!edges.Any(e => e.angle.IsEqualTo(angle)))
edges.Add((angle, lengthSq));
}
// Longest edges first — they produce the flattest tiling rows.
edges.Sort((a, b) => b.lengthSq.CompareTo(a.lengthSq));
var angles = new List<double>(edges.Count + 1) { 0 };
foreach (var (angle, _) in edges)
{
if (!angles.Any(a => a.IsEqualTo(angle)))
angles.Add(angle);
}