fix(geometry): replace closest-point heuristic with analytical arc-to-line directional distance
ArcToLineClosestDistance used geometric closest-point as a proxy for directional push distance, which are fundamentally different queries. The heuristic could overestimate the safe push distance when an arc faces an inclined line, causing the Compactor to over-push parts into overlapping positions. Replace with analytical computation: for each arc/line pair, solve dt/dθ = 0 to find the two critical angles where the directional distance is stationary, evaluate both (if within the arc's angular span), and fire a ray to verify the hit is within the line segment. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -631,19 +631,46 @@ namespace OpenNest.Geometry
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{
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for (var i = 0; i < arcEntities.Count; i++)
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{
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if (arcEntities[i] is Arc arc)
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if (arcEntities[i] is not Arc arc)
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continue;
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var cx = arc.Center.X;
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var cy = arc.Center.Y;
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var r = arc.Radius;
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for (var j = 0; j < lineEntities.Count; j++)
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{
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for (var j = 0; j < lineEntities.Count; j++)
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if (lineEntities[j] is not Line line)
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continue;
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var p1x = line.pt1.X;
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var p1y = line.pt1.Y;
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var ex = line.pt2.X - p1x;
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var ey = line.pt2.Y - p1y;
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var det = ex * dirY - ey * dirX;
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if (System.Math.Abs(det) < Tolerance.Epsilon)
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continue;
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// The directional distance from an arc point at angle θ to the
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// line is t(θ) = [A + r·(ey·cosθ − ex·sinθ)] / det.
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// dt/dθ = 0 at θ = atan2(−ex, ey) and θ + π.
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var theta1 = Angle.NormalizeRad(System.Math.Atan2(-ex, ey));
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var theta2 = Angle.NormalizeRad(theta1 + System.Math.PI);
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for (var k = 0; k < 2; k++)
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{
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if (lineEntities[j] is Line line)
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{
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var linePt = line.ClosestPointTo(arc.Center);
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var arcPt = arc.ClosestPointTo(linePt);
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var d = RayEdgeDistance(arcPt.X, arcPt.Y,
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line.pt1.X, line.pt1.Y, line.pt2.X, line.pt2.Y,
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dirX, dirY);
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if (d < minDist) { minDist = d; if (d <= 0) return 0; }
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}
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var theta = k == 0 ? theta1 : theta2;
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if (!Angle.IsBetweenRad(theta, arc.StartAngle, arc.EndAngle, arc.IsReversed))
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continue;
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var qx = cx + r * System.Math.Cos(theta);
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var qy = cy + r * System.Math.Sin(theta);
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var d = RayEdgeDistance(qx, qy, p1x, p1y, line.pt2.X, line.pt2.Y,
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dirX, dirY);
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if (d < minDist) { minDist = d; if (d <= 0) return 0; }
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}
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}
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}
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