Commit Graph

35 Commits (0afb5618ce2e43d62556932b4bbf2b001cfc822b)

Author SHA1 Message Date
Daniel Richard G 8bc322eb47 Various fixes for warnings and minutia
This commit consists of numerous small changes, none significant enough to
merit a commit on their own:

* Added extra braces to quash for-loop variable scoping issues for older
  compilers (or "g++ -fno-for-scope")

* Appeased "unreachable code" warnings, spurious or otherwise

* Added casts to fix integer-variable signedness warnings

* Added a dummy virtual method to the VectorFileWriter class to silence the
  -Wweak-vtables warning from Clang++

* Renamed some parameters in the Expr and GraphicsWindow classes to
  eliminate "parameter shadows a field" warnings

* Removed an inert "0 ||" from a conditional, and changed a "&& 0" into an
  "#if 0"

* Added missing elements to array/struct/class initializers to zap further
  warnings

* Indented some cpp conditionals where appropriate

* Qualified some variables and functions as static to quiet "no previous
  declaration" warnings

* toolbar.cpp needed to #include<icons-proto.h> to fix those same "no
  previous declaration" warnings from icons.h

* Added some casts and const qualifiers to the Win32 code to address
  warnings produced by g++ when compiling under MinGW

* Rewrote Cnf{Freeze,Thaw}Float() to use a union rather than pointer
  aliasing; this makes g++ a lot happier

* Removed redundant #includes from win32/w32util.cpp

* With Jonathan's blessing, shortened the last line of the About dialog
  text to better match the preceding lines
2013-10-28 00:42:39 -04:00
Daniel Richard G dd168ad22c Use C99 integer types and C++ boolean types/values
This change comprehensively replaces the use of Microsoft-standard integer
and boolean types with their C99/C++ standard equivalents, as the latter is
more appropriate for a cross-platform application. With matter-of-course
exceptions in the Win32-specific code, the types/values have been converted
as follows:

    QWORD  --> uint64_t
    SQWORD --> int64_t
    DWORD  --> uint32_t
    SDWORD --> int32_t
    WORD   --> uint16_t
    SWORD  --> int16_t
    BYTE   --> uint8_t
    BOOL   --> bool
    TRUE   --> true
    FALSE  --> false

The following related changes are also included:

* Added C99 integer type definitions for Windows, as stdint.h is not
  available prior to Visual Studio 2010

* Changed types of some variables in the SolveSpace class from 'int' to
  'bool', as they actually represent boolean settings

* Implemented new Cnf{Freeze,Thaw}Bool() functions to support boolean
  variables in the Registry

* Cnf{Freeze,Thaw}DWORD() are now Cnf{Freeze,Thaw}Int()

* TtfFont::Get{WORD,DWORD}() are now TtfFont::Get{USHORT,ULONG}() (names
  inspired by the OpenType spec)

* RGB colors are packed into an integer of type uint32_t (nee DWORD), but
  in a few places, these were represented by an int; these have been
  corrected to uint32_t
2013-10-02 01:45:13 -04:00
Daniel Richard G a72575d04e Use casts to bridge mismatches in integer-type sizes and signedness
The compiler gets nervous when we (for example) pass in a size_t as an int
parameter, or assign an int to a char, or assign -1 to an unsigned type. By
adding appropriate casts, we inform the compiler that, yes, we know what
we're doing.

This change also upgrades a va_arg() type from char to int, as char is
always promoted to int when passed through '...'.
2013-08-26 16:19:23 -04:00
Daniel Richard G 02776ea535 Added const qualifiers
String literals in C++ are implicitly typed as 'const char *', and with
this change, their const-ness is maintained when assigning them to
variables or passing them as arguments. This significantly cuts down the
number of warnings generated by the compiler.
2013-08-26 14:58:35 -04:00
Jonathan Westhues 0ee8ba1457 Changes in preparation for the release of SolveSpace under the GPL,
to add that license, and change all copyright notices to me, not
Useful Subset, LLC.

[git-p4: depot-paths = "//depot/solvespace/": change = 2211]
2013-07-28 14:08:34 -08:00
Jonathan Westhues b974a4adeb A big nasty change, originally just to add paste transformed. So it
does that, and adds a scale factor to that transformation (instead
of just mirroring, as before), but also:

    * Replace the "import mirrored" mechanism with a scale factor,
      which if negative corresponds to a reflection as well.

    * Fix self-intersection checker to report a meaningful point
      when edges are collinear.

    * Don't blow an assertion on some types of invalid file;
      instead provide a nice error message to the user.

    * Clear the naked edges before each regen.

    * Don't create zero-length line segments by snapping a line
      segment's end to its beginning.

[git-p4: depot-paths = "//depot/solvespace/": change = 2086]
2009-12-15 04:26:22 -08:00
Jonathan Westhues c153e23f49 Add option to mirror imported geometry, including the shell, mesh,
and parametric entities. Also consolidate the text screen functions
to change group options into a single function for everything.

[git-p4: depot-paths = "//depot/solvespace/": change = 2051]
2009-10-09 04:57:10 -08:00
Jonathan Westhues f7f9000c68 Discard intersection curves that lie entirely outside of one
surface's domain of u, v in [0, 1]. Cache the starting guess when
projecting a point into a ratpoly surface, to avoid brute force
searching for a good one every time. Split edges even if they
aren't quite inside the trim curve, since the trim boundaries are
pwl, not exact; unnecessary splits won't hurt, but failure to split
when necessary will. Make the triangulation code use a better (but
not perfect) epsilon, to avoid "can't find ear" failures on very
fine meshes.

And turn on compiler optimization! I had somehow forgotten about
that, and it's a ~2x improvement.

[git-p4: depot-paths = "//depot/solvespace/": change = 2026]
2009-08-20 20:58:28 -08:00
Jonathan Westhues a74f85e0d1 I had been using LENGTH_EPS as the tolerance on both xyz points and
uv points. This is inconsistent, unless the surface happens to be a
plane square with side length one.

So modify the SBspUv tests to take a surface, and measure distance
linearized in that surface. That fixes at least one
mis-classification bug, and doesn't seem to break anything.

[git-p4: depot-paths = "//depot/solvespace/": change = 2005]
2009-07-01 19:32:17 -08:00
Jonathan Westhues f865901bd2 Group edges into chains (that don't intersect edges from the other
contour, except at the ends of the chain), and classify the entire
chain. That's much faster than going edge by edge.

[git-p4: depot-paths = "//depot/solvespace/": change = 2002]
2009-06-26 21:53:56 -08:00
Jonathan Westhues 3da334028e Let's use the direction cosines (dot product of unit vectors), not
the arbitrary-magnitude dot product, to classify regions (inside,
outside, coincident) of surfaces against each other.

That lets me always perturb the point for the normals (inside and
outside the edge) by just a chord tolerance, and nothing bad
happens as that distance varies over a few orders of magnitude.

[git-p4: depot-paths = "//depot/solvespace/": change = 1996]
2009-06-21 22:22:30 -08:00
Jonathan Westhues 684ba7deb1 Add a menu item to rotate an imported part by ninety degrees about
the coordinate axis closest to the screen normal.

[git-p4: depot-paths = "//depot/solvespace/": change = 1994]
2009-06-21 12:39:42 -08:00
Jonathan Westhues c6a0148724 When splitting a curve against surfaces, don't split the curve
against the surfaces that it supposedly borders; that will cause
numerical trouble.

[git-p4: depot-paths = "//depot/solvespace/": change = 1993]
2009-06-21 01:54:21 -08:00
Jonathan Westhues 666ea1c047 Add beginnings of marching surface intersection; I can find all the
boundary points, at least. That required some changes to what gets
passed around (for example because to project a point onto this
inexact curve, we need to know which two surfaces it trims so that
we can do a Newton's method on them).

And fix stupidity in the way that I calculated edge normals; I just
did normal in uv space, and there's no particular reason why that
would be normal in xyz. So edges in long skinny surfaces failed,
for example.

[git-p4: depot-paths = "//depot/solvespace/": change = 1990]
2009-06-18 23:56:33 -08:00
Jonathan Westhues 2013f9f466 Oops, was computing numerical by perturbing a point in uv; but the
xyz point that I subtracted off had been refined to lie exactly on
our edge's curve, and the uv point that I started with had not. So
normals got randomly screwed up.

[git-p4: depot-paths = "//depot/solvespace/": change = 1978]
2009-06-10 00:04:35 -08:00
Jonathan Westhues 2d653eada8 Add code to identify planes and cylindrical surfaces from a solid
of revolution, and put them in the same form as if they had been
draw by an extrusion (so that we can use all the same special case
intersection curves).

And add code to merge coincident faces into one. That turns out to
be more than a cosmetic/efficiency thing, since edge splitting
fails at the join between two coincident faces.

[git-p4: depot-paths = "//depot/solvespace/": change = 1965]
2009-06-04 21:38:41 -08:00
Jonathan Westhues ae35b3595c Revamp the edge classification for Booleans. I no longer make a
separate polygon of coincident (with same or opposite normal)
faces; I instead test all the edges against the other shell, and
have extended the classify-against-shell stuff to handle those
cases.

And the normals are now perturbed a bit numerically, to either side
of the edge, to distinguish tangency from a coincident surface.

This seems to work fairly well, although things still tend to fail
when the piecewise linear tolerance is too coarse.

[git-p4: depot-paths = "//depot/solvespace/": change = 1964]
2009-06-03 19:59:40 -08:00
Jonathan Westhues 438d517c5a If a Boolean fails, then make a note of it in the group's text
window screen, and remind the user that they could 'fix' the
problem by working with meshes instead.

[git-p4: depot-paths = "//depot/solvespace/": change = 1962]
2009-05-30 00:49:09 -08:00
Jonathan Westhues b4dfb1aded Add code to assemble two shells into one, without checking for any
intersections or otherwise trying to make the result not
self-intersecting.

[git-p4: depot-paths = "//depot/solvespace/": change = 1955]
2009-05-19 19:04:36 -08:00
Jonathan Westhues 40ed1b7ac1 Generate intersection curves for surfaces of extrusion along a
parallel axis (which are always lines parallel to that axis).

Remove short pwl segments when possible, to avoid short edges that
get misclassified.

[git-p4: depot-paths = "//depot/solvespace/": change = 1952]
2009-05-17 23:26:51 -08:00
Jonathan Westhues 7f3dd91bd9 Add a special case for line-cylinder intersection, solving in
closed form. This is a fairly good speedup, and handles tangency
well.

But that shows that tangency has other problems; need to classify
edges correctly (whether they point to a coincident surface) in
curved surfaces too. I need to tweak SShell::ClassifyPoint().

[git-p4: depot-paths = "//depot/solvespace/": change = 1933]
2009-03-19 09:40:11 -08:00
Jonathan Westhues acadc0a918 Many changes:
* Rewrite surface handles in curves, so that Booleans beyond
      the first don't screw up.

    * If an intersection curve is identical to an existing curve
      (as happens when faces are coincident), take the piecewise
      linearization of the existing curve; this stops us from
      screwing up when different shells are pwl'd at different
      chord tols.

    * Hook up the plane faces again.

    * Remove coincident (parallel or anti-parallel) edges from the
      coincident-face edge lists when doing Booleans; those may
      happen if two faces are coincident with ours.

    * Miscellaneous bugfixes.

It doesn't seem to screw up very much now, although tangent edges
(and insufficient pwl resolution) may still cause problems.

[git-p4: depot-paths = "//depot/solvespace/": change = 1929]
2009-03-15 15:04:45 -08:00
Jonathan Westhues adc910185c Add plane-plane intersection as a special case (to generate the
trimmed line), and plane-line intersection. Terminate the Bezier
surface subdivision on a chord tolerance, and that seems okay now.
And print info about the graphics adapter in the text window, could
be useful.

Also have a cylinder-detection routine that works; should special
case those surfaces in closed form since they are common, but not
doing it yet.

[git-p4: depot-paths = "//depot/solvespace/": change = 1928]
2009-03-14 12:01:20 -08:00
Jonathan Westhues bc70089dd0 Add code to subdivide (with de Castljau's algorithm) a surface, and
use that for surface-line intersections. That has major problems
with the heuristic on when to stop and do Newton polishing.

There's also an issue with all the Newton stuff when surfaces join
tangent.

And update the wishlist to reflect current needs.

[git-p4: depot-paths = "//depot/solvespace/": change = 1925]
2009-03-08 02:59:57 -08:00
Jonathan Westhues 2023667311 Add Newton iterations to intersect a line with a surface at a
point, and to intersect three surfaces at a point. So now when we
split an edge, we can refine the split point to lie exactly on the
trim curve, so I can do certain Booleans on curved surfaces.

But surface-line intersection is globally broken, since I don't
correctly detect the number of intersections or provide a good
first guess. I maybe should test by bounding boxes and subdivision.

[git-p4: depot-paths = "//depot/solvespace/": change = 1920]
2009-02-27 05:04:36 -08:00
Jonathan Westhues 3da1e1d390 Compute surface intersections in a way that is closer to what I
will do for real; now handling the special cases of plane against a
surface of extrusion. Still need to fix up line-surface
intersection to work for curved things, but then some simple curved
cases should work (as well as plane-plane).

[git-p4: depot-paths = "//depot/solvespace/": change = 1919]
2009-02-23 02:06:02 -08:00
Jonathan Westhues 9ade574d36 Fix triangulation issues when a polygon has more than two edges at
a vertex.

[git-p4: depot-paths = "//depot/solvespace/": change = 1916]
2009-02-18 03:15:33 -08:00
Jonathan Westhues 577cdf2255 More coincident fixing; test for edge-on-edge, fix some gross
stupidity.

[git-p4: depot-paths = "//depot/solvespace/": change = 1915]
2009-02-17 03:17:12 -08:00
Jonathan Westhues c6b429b9ce Additional poking at Booleans. At least this is a halfway rational
way to think about the cases; I'm classifying the regions to the
left and right of each edge, and keeping the edges if those regions
(2d, surfaces) classify different.

Still screws up with edge-on-edge intersections; but if I make the
surface intersection stuff handle that, then might be more
straightforward to use that info.

[git-p4: depot-paths = "//depot/solvespace/": change = 1914]
2009-02-16 04:05:08 -08:00
Jonathan Westhues 90842131ff Make Boolean union work when the shells have coincident plane
faces. Still on planes only, no curved surface intersections.

[git-p4: depot-paths = "//depot/solvespace/": change = 1912]
2009-02-09 04:40:48 -08:00
Jonathan Westhues d0ab8270d9 Fix stupidity in Point2d::DistanceToLine, and classify line
segments in Boolean against the shell, not the intersection
polygon. (We just cast a ray, and use the surface-line intersection
function that already existed.) That's slow, but can be
accelerated later.

[git-p4: depot-paths = "//depot/solvespace/": change = 1911]
2009-02-01 05:01:28 -08:00
Jonathan Westhues 9ffe95ea65 More work on Booleans. This works only for planes, and only for
non-coincident faces. There's also a problem when I don't generate
the full intersection polygon of shell B against a given surface in
shell A; I need to modify the code to not require that.

[git-p4: depot-paths = "//depot/solvespace/": change = 1910]
2009-01-31 21:13:43 -08:00
Jonathan Westhues a754018a44 More poking at Booleans; generate the unsplit intersection curves
for planes against planes.

[git-p4: depot-paths = "//depot/solvespace/": change = 1907]
2009-01-26 23:59:58 -08:00
Jonathan Westhues 07ddd62a3a Preparatory work for Boolean. Make the u and v coordinates of the
trim curves for all surfaces lie between 0 and 1. And add routines
to merge the curves and surfaces from two shells into one, and to
split the trim curves into their piecewise linear segments and then
reassemble them into trim curves.

[git-p4: depot-paths = "//depot/solvespace/": change = 1905]
2009-01-25 03:52:29 -08:00
Jonathan Westhues bb4b767e99 Tear everything apart, moving away from meshes and toward shells.
Add stubs for functions to perform Booleans, and get rid of mesh
stuff, including the kd tree accelerated snap to vertex (which
should not be required if the shell triangulation performs as it
should).

Also check that a sketch is not self-intersecting before extruding
it or whatever. This is dead slow, needs n*log(n) implementation.

[git-p4: depot-paths = "//depot/solvespace/": change = 1902]
2009-01-22 19:30:30 -08:00