fix: use NoFitPolygon.Compute with hull inputs instead of direct ConvexMinkowskiSum
Calling ConvexMinkowskiSum directly with manual reflection produced wrong winding/reference-point handling, causing all pairs to overlap. Route through Compute which handles reflection correctly. Hull inputs keep it fast — few triangles means trivial Clipper union. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -32,23 +32,17 @@ namespace OpenNest.Engine.BestFit
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if (stationaryResult.Polygon == null)
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return candidates;
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// Use convex hulls for NFP computation — avoids expensive
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// triangulation + Clipper2 union for concave parts.
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// Convex-convex Minkowski sum is O(n+m) with no boolean ops.
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// Use convex hulls for NFP — avoids expensive triangulation of
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// concave parts. Hull inputs produce few triangles, so the
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// Minkowski sum + Clipper union inside Compute stays fast.
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var stationaryPoly = ConvexHull.Compute(stationaryResult.Polygon.Vertices);
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// Orbiting polygon: same shape rotated to Part2's angle, then hulled.
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var rotated = PolygonHelper.RotatePolygon(stationaryResult.Polygon, _part2Rotation);
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var orbitingPoly = ConvexHull.Compute(rotated.Vertices);
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// Compute NFP directly via convex Minkowski sum — O(n+m), no Clipper union.
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// NFP(A, B) = MinkowskiSum(A, -B) for convex polygons.
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var reflected = new Polygon();
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foreach (var v in orbitingPoly.Vertices)
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reflected.Vertices.Add(new Vector(-v.X, -v.Y));
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reflected.Vertices.Reverse(); // maintain CCW winding
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var nfp = NoFitPolygon.ConvexMinkowskiSum(stationaryPoly, reflected);
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// Let Compute handle reflection, winding, and Minkowski sum correctly.
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var nfp = NoFitPolygon.Compute(stationaryPoly, orbitingPoly);
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if (nfp == null || nfp.Vertices.Count < 3)
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return candidates;
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