Add Phase 3 curve-to-curve direct distance in CpuDistanceComputer to
catch contacts that vertex sampling misses between curved entities.
Enforce minimum copy distance in FillLinear to prevent bounding box
overlap when circumscribed polygon boundaries overshoot true arcs.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- 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>
Extract distance computation from RotationSlideStrategy into a pluggable
IDistanceComputer interface. CpuDistanceComputer adds leading-face vertex
culling (~50% fewer rays per direction) with early exit on overlap.
GpuDistanceComputer wraps ISlideComputer with Line-to-flat-array conversion.
SlideOffset struct uses direction vectors (DirX/DirY) instead of PushDirection.
SpatialQuery.RayEdgeDistance(dirX,dirY) made public for CPU path.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>