fix: improve arc-tangency fitting and add layered engrave/cut passes for GravographIS
GeometrySimplifier/ArcFit now fit arcs that pass exactly through run endpoints while balancing tangency error between trusted and estimated directions, fixing arcs that previously bulged or broke tangent continuity at fillet/compound-curve junctions. GravographIS post processor gains per-layer (engrave/cut) tool passes via a new GravographISPostConfig, so ENGRAVE/ETCH-tagged geometry runs as a separate scribe pass with its own feed/depth and an operator pause before the cut pass (spring-floated spindle needs a tool swap). Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -57,13 +57,14 @@ namespace OpenNest.Geometry
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}
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/// <summary>
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/// Fits a circular arc constrained to be tangent to the given directions at both
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/// the first and last points. The center lies at the intersection of the normals
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/// at P1 and Pn, guaranteeing the arc departs P1 in the start direction and arrives
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/// at Pn in the end direction. Uses the radius from P1 (exact start tangent);
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/// deviation includes any endpoint gap at Pn.
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/// Fits a circular arc that passes exactly through both the first and last points
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/// while matching the given endpoint tangents as closely as possible. For any
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/// circle through two points, the tangents at those points make equal mirrored
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/// angles with the chord, so the achievable inscribed angle is the average of the
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/// two requested ones — when the requested tangents are consistent with a single
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/// circular arc, both are matched exactly.
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/// </summary>
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internal static (Vector center, double radius, double deviation) FitWithDualTangent(
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internal static (Vector center, double radius, double deviation) FitThroughEndpointsWithTangents(
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List<Vector> points, Vector startTangent, Vector endTangent)
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{
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if (points.Count < 3)
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@@ -72,42 +73,39 @@ namespace OpenNest.Geometry
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var p1 = points[0];
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var pn = points[^1];
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var stLen = System.Math.Sqrt(startTangent.X * startTangent.X + startTangent.Y * startTangent.Y);
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var etLen = System.Math.Sqrt(endTangent.X * endTangent.X + endTangent.Y * endTangent.Y);
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if (stLen < 1e-10 || etLen < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue);
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// Normal to start tangent at P1 (perpendicular)
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var n1x = -startTangent.Y / stLen;
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var n1y = startTangent.X / stLen;
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// Normal to end tangent at Pn
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var n2x = -endTangent.Y / etLen;
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var n2y = endTangent.X / etLen;
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// Solve: P1 + t1*N1 = Pn + t2*N2
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var det = n1x * (-n2y) - (-n2x) * n1y;
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if (System.Math.Abs(det) < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue);
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var dx = pn.X - p1.X;
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var dy = pn.Y - p1.Y;
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var t1 = (dx * (-n2y) - (-n2x) * dy) / det;
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var cx = p1.X + t1 * n1x;
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var cy = p1.Y + t1 * n1y;
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// Use radius from P1 (guarantees exact start tangent and passes through P1)
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var r1 = System.Math.Sqrt((cx - p1.X) * (cx - p1.X) + (cy - p1.Y) * (cy - p1.Y));
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if (r1 < 1e-10)
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var chordLen = System.Math.Sqrt(dx * dx + dy * dy);
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if (chordLen < 1e-10)
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return (Vector.Invalid, 0, double.MaxValue);
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// Measure endpoint gap at Pn
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var r2 = System.Math.Sqrt((cx - pn.X) * (cx - pn.X) + (cy - pn.Y) * (cy - pn.Y));
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var endpointDev = System.Math.Abs(r2 - r1);
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var ux = dx / chordLen;
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var uy = dy / chordLen;
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var interiorDev = MaxRadialDeviation(points, cx, cy, r1);
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return (new Vector(cx, cy), r1, System.Math.Max(endpointDev, interiorDev));
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// Inscribed angle between chord and tangent at each endpoint (mirrored at Pn)
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var theta1 = SignedAngle(ux, uy, startTangent);
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var theta2 = -SignedAngle(ux, uy, endTangent);
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var theta = (theta1 + theta2) / 2;
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// Nearly straight or degenerate (sweep would exceed ~356 degrees)
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if (System.Math.Abs(theta) < 1e-3 || System.Math.Abs(theta) > System.Math.PI * 0.99)
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return (Vector.Invalid, 0, double.MaxValue);
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var halfChord = chordLen / 2;
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var radius = halfChord / System.Math.Abs(System.Math.Sin(theta));
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var d = -halfChord / System.Math.Tan(theta);
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var cx = (p1.X + pn.X) / 2 + d * -uy;
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var cy = (p1.Y + pn.Y) / 2 + d * ux;
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return (new Vector(cx, cy), radius, MaxRadialDeviation(points, cx, cy, radius));
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}
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private static double SignedAngle(double ux, double uy, Vector to)
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{
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var len = System.Math.Sqrt(to.X * to.X + to.Y * to.Y);
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if (len < 1e-10) return 0;
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return System.Math.Atan2(ux * to.Y - uy * to.X, ux * to.X + uy * to.Y);
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}
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/// <summary>
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