also means that closed contours will get output as a single path
now, vs. one open path per Bezier segment before.
I've simplified the 2d/3d wireframe export targets somewhat; they
now support only Beziers, without an additional special case for
line segments. The performance penalty for that should not be worth
caring about, since that's infrequent.
And fix a memory leak in FindOuterFacesFrom(), fix ugly output of
filled triangles in PDF (because the line join style did bad things
on long skinny triangles), fix non-zero Z coordinates for exported
views or sections in DXF or STEP.
[git-p4: depot-paths = "//depot/solvespace/": change = 2061]
the same plumbing as the 2d vector output.
Also fix piecewise linear tolerance when the export scale factor is
not equal to one; have to scale the chord tol along with that.
[git-p4: depot-paths = "//depot/solvespace/": change = 2053]
perspective and parallel projections. Add a snap grid, for points
and for text comments. Draw text comments in the plane of their
workplane if they have one, otherwise always facing forward.
And fix a few nasty bugs: the possibility of an extremely long
animation onto a workplane, accidental use of the wrong style line
width for constraints, misplaced text box in style screen for
default styles, other little stuff.
[git-p4: depot-paths = "//depot/solvespace/": change = 2037]
that to the constraints.
And fix two crashing bugs, embarrassing, both chasing null pointers.
[git-p4: depot-paths = "//depot/solvespace/": change = 2031]
formats, with the proper color and width. This may need a bit of
cleanup for stuff like the hidden line removal, which currently
loses the style.
Also fix a bug in the test for arcs of a circle. A second-order
Bezier with collinear control points really is an arc, but it's an
arc with infinite radius so stuff tends to blow up. So return false
for that one.
[git-p4: depot-paths = "//depot/solvespace/": change = 2030]
size for EPS, etc.). This can either be fixed, with a given width
and height and offset, or automatic, by the left right bottom top
margins.
And draw nicer dimensions for length, with arrows and more
extension lines. Add code to trim those lines against the
(rectangular, axis-aligned) box that contains the actual number,
and use that (instead of the elliptical interpolation, which was
only approximately right) for diameter dimensions too.
[git-p4: depot-paths = "//depot/solvespace/": change = 2027]
constraint, so that we can export that too. This includes the lines
for the vector font.
A little ugly; it needs some kind of line style (color or width) to
distinguish those lines from the real geometry in the exported
file.
[git-p4: depot-paths = "//depot/solvespace/": change = 2007]
can show edges for both meshes and shells, and export them and
hidden line remove and all the usual stuff.
And fix the zoom to fit on startup, so that it considers hidden
entities too. That avoids the problem where things get generated at
stupid chord tolerance because no entities were visible and the
mesh of course did not yet exist.
[git-p4: depot-paths = "//depot/solvespace/": change = 1961]
according to the user's preference. I templated the housekeeping
stuff for Boolean operations and step and repeat, so it's
relatively clean.
Still need to add the stuff to make a mesh vertex-to-vertex, and to
export sections of a mesh.
[git-p4: depot-paths = "//depot/solvespace/": change = 1959]
a mesh than that's a copy, and if we're working with a shell then
it's the shell's triangulation.
[git-p4: depot-paths = "//depot/solvespace/": change = 1957]
tables from SolveSpace to their own class. This is intended to
simplify use of the constraint solver in a library.
[git-p4: depot-paths = "//depot/solvespace/": change = 1942]
cubics, so add routines to approximate a rational Bezier of any
degree in that form. And use those for EPS and SVG when applicable,
so now even stuff like ellipses gets exported smooth.
[git-p4: depot-paths = "//depot/solvespace/": change = 1938]
our specified section plane; we then split them according to the
start and endpoints of each STrimBy, using de Castejau's algorithm.
These sections get projected (possibly in perspective, which I do
correctly) into 2d and exported.
Except, for now they just get pwl'd in the export files. That's the
fallback, since it works for any file format. But that's the place
to add special cases for circles etc., or to export them exactly.
DXF supports the latter, but very painfully since I would need to
write a later-versioned file, which requires thousands of lines of
baggage. I'll probably stick with arcs.
[git-p4: depot-paths = "//depot/solvespace/": change = 1936]
and curve.cpp and surface.cpp contain the rest.
Also get rid of the meshError stuff; will just use the nakedEdges
mechanism for that. And I won't run the interference test
continuously, have added a menu item for that.
[git-p4: depot-paths = "//depot/solvespace/": change = 1934]
triangle join. And add controls to show and hide the solid model
edges (independently of the shaded mesh), and to suppress the
shaded triangles from SVG/EPS output.
[git-p4: depot-paths = "//depot/solvespace/": change = 1932]
export. So I calculate lighting for each triangle in the mesh, make
a BSP, and then traverse it in-order and output those as SVG or
EPS. And I test edges against the mesh, removing those portions of
the edge that overlap a triangle in front of them (using the
kd-tree to accelerate).
[git-p4: depot-paths = "//depot/solvespace/": change = 1931]
fix convergence tolerance so that points projected into a rational
polynomial surface end up much closer than LENGTH_EPS.
[git-p4: depot-paths = "//depot/solvespace/": change = 1906]
the same precedence as sqrt. Add the code to find naked edges, and
draw them highlighted on the model. And make the direction of trim
curves consistent, always ccw with normal toward viewer; so there's
no need to fix the directions before triangulating.
[git-p4: depot-paths = "//depot/solvespace/": change = 1903]
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]
just applies an offset to the DXF before exporting. Useful enough
to be worth the ugliness, though.
This is the stupid routines from SketchFlat, slightly reworked.
[git-p4: depot-paths = "//depot/solvespace/": change = 1866]
lets us export open curves, if the user drew them that way.
Also increase the limits on how many pwls we will generate for a
single curve.
[git-p4: depot-paths = "//depot/solvespace/": change = 1854]
some magic numbers. This would be trivial to break, but still more
difficult than patching the binary to skip the check...
[git-p4: depot-paths = "//depot/solvespace/": change = 1853]
where it was, move the export (DXF, PNG, STL) stuff to export.cpp,
and move the regen/solve stuff to generate.cpp.
[git-p4: depot-paths = "//depot/solvespace/": change = 1825]