
a grid of quads, with adaptive spacing. The quads that lie entirely within the trim polygon are triangulated and knocked out from the polygon, and then the polygon is triangulated. That works okay, though rather slow. But there are issues with surfaces of revolution that touch the axis, since they end up with a singularity. That will require some thought. [git-p4: depot-paths = "//depot/solvespace/": change = 1951]
15 lines
263 B
Plaintext
15 lines
263 B
Plaintext
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marching algorithm for surface intersection
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boundary avoidance when casting ray for point-in-shell
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tangent intersections
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short pwl edge avoidance
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assembly
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line styles (color, thickness)
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loop detection
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incremental regen of entities?
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IGES and STEP export
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