Various tweaks, including a numerical improvement, to make the
epsilon in the csg stuff meaningfully apply everywhere to the length. [git-p4: depot-paths = "//depot/solvespace/": change = 1742]solver
parent
248f74547e
commit
05b50e0af8
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@ -83,7 +83,7 @@ void Constraint::DrawOrGetDistance(Vector *labelPos) {
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Vector gu = SS.GW.projUp.ScaledBy(1/SS.GW.scale);
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Vector gn = (gr.Cross(gu)).WithMagnitude(1/SS.GW.scale);
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glxColor3d(1, 0.4, 1);
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glxColor3d(1, 0.1, 1);
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switch(type) {
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case PT_PT_DISTANCE: {
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Vector ap = SS.GetEntity(ptA)->PointGetNum();
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@ -746,7 +746,7 @@ void Entity::DrawOrGetDistance(int order) {
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break;
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}
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#define CIRCLE_SIDES(r) (7 + (int)(10*((sqrt(r))*SS.GW.scale)/20))
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#define CIRCLE_SIDES(r) (7 + (int)(sqrt(r*SS.GW.scale)))
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case ARC_OF_CIRCLE: {
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if(order >= 0 && order != 1) break;
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Vector c = SS.GetEntity(point[0])->PointGetNum();
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6
mesh.cpp
6
mesh.cpp
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@ -320,7 +320,7 @@ SBsp3 *SBsp3::Insert(STriangle *tr, SMesh *instead) {
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if(!this) {
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// Brand new node; so allocate for it, and fill us in.
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SBsp3 *r = Alloc();
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r->n = tr->Normal();
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r->n = (tr->Normal()).WithMagnitude(1);
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r->d = (tr->a).Dot(r->n);
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r->tri = *tr;
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return r;
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@ -501,7 +501,7 @@ SBsp2 *SBsp2::InsertEdge(SEdge *nedge, Vector nnp, Vector out) {
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// Brand new node; so allocate for it, and fill us in.
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SBsp2 *r = Alloc();
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r->np = nnp;
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r->no = (r->np).Cross((nedge->b).Minus(nedge->a));
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r->no = ((r->np).Cross((nedge->b).Minus(nedge->a))).WithMagnitude(1);
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if(out.Dot(r->no) < 0) {
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r->no = (r->no).ScaledBy(-1);
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}
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@ -536,7 +536,7 @@ SBsp2 *SBsp2::InsertEdge(SEdge *nedge, Vector nnp, Vector out) {
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SBsp2 *m = Alloc();
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m->np = nnp;
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m->no = (m->np).Cross((nedge->b).Minus(nedge->a));
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m->no = ((m->np).Cross((nedge->b).Minus(nedge->a))).WithMagnitude(1);
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if(out.Dot(m->no) < 0) {
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m->no = (m->no).ScaledBy(-1);
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}
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@ -296,6 +296,7 @@ void Group::CopyEntity(hEntity in, int a, hParam dx, hParam dy, hParam dz,
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en.type = ep->type;
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en.h = Remap(ep->h, a);
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en.group = h;
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en.construction = ep->construction;
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switch(ep->type) {
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case Entity::WORKPLANE:
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