- Try all valid best fit pairs instead of only the first when qty=2,
picking the best via IsBetterFill comparer (fixes suboptimal plate
selection during auto-nesting)
- Pre-compute best fits across all plate sizes once via
BestFitCache.ComputeForSizes instead of per-size GPU evaluation
- Early exit plate optimizer when all items fit (salvage < 100%)
- Trim slide offset sweep range to 50% overlap to reduce candidates
- Use actual geometry (ray-arc/ray-circle intersection) instead of
tessellated polygons for slide distance computation — eliminates
the massive line count from circle/arc tessellation
- Add RayArcDistance and RayCircleDistance to SpatialQuery
- Add PartGeometry.GetOffsetPerimeterEntities for non-tessellated
perimeter extraction
- Disable GPU slide computer (slower than CPU currently)
- Remove dead SelectBestFitPair virtual method and overrides
Reduces best fit computation from 7+ minutes to ~4 seconds for a
73x25" part with 30+ holes on a 48x96 plate.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Part.Intersects: filter intersection points at a vertex of either
shape (was both), so edge-touching parts are not flagged as overlapping
- NestEngineBase.HasOverlaps: use epsilon-based bounding box pre-filter
consistent with FillExtents and Plate.HasOverlappingParts
- PartGeometry.GetOffsetPartLines: remove extra chordTolerance added to
spacing offset — was causing 0.002" gap beyond the intended part spacing
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Etch marks for up bends are now real geometry entities on an ETCH layer
instead of being drawn dynamically. They flow through the full pipeline:
entities → FilterPanel layers → ConvertGeometry (tagged as Scribe) →
post-processor sequencing before cut geometry.
Also includes ShapeProfile normalization (CW perimeter, CCW cutouts)
applied consistently across all import paths, and inward offset support
for cutout shapes in overlap/offset polygon calculations.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Replace raw Panel with EntityView (via SplitPreview subclass) for proper
zoom-to-point, middle-button pan, and double-buffered rendering
- Add draggable handles for tab/spike positions along split lines; positions
flow through to WeldGapTabSplit and SpikeGrooveSplit via SplitLine.FeaturePositions
- Fix OK/Cancel buttons hidden off-screen by putting them in a bottom-docked panel
- Fix DrawControl not invalidating on resize
- Swap plate Width/Length label order, default edge spacing to 0.5
- Rename tab labels: Tab Width→Tab Length, Tab Height→Weld Gap, default count 2
- Spike depth now calculated (read-only), groove depth means positioning depth
beyond spike tip (default 0.125), converted to total depth internally
- Set entity layers visible so EntityView renders them
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Add Vector-based overloads to SpatialQuery (ray casting, edge distance,
directional gap, perpendicular overlap) and PartGeometry (directional
line filtering) to support pushing parts along any angle, not just
cardinal directions.
Add Compactor.PushBoundingBox for fast coarse positioning using only
bounding box gaps. ActionClone shift+click now uses a two-phase strategy:
BB push first to skip past irregular geometry snags, then geometry push
to settle against actual contours.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>