one point to be dragged simultaneously. So now a dragged point
drags all the selected points and entities, and a dragged entity
drags its points (except for circles, which drag the radius).
This means that the number of forced points for the solver must now
be unlimited, and it is.
Also add commands to invert the selection within the active group,
and to select an edge chain starting from the current selection.
And redo the context menus a bit; still not great, but less
cluttered and more systematic.
[git-p4: depot-paths = "//depot/solvespace/": change = 2064]
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]
wrong parameters for a normal in Example2d(), and the horiz/vert
constraints were not documented correctly.
[git-p4: depot-paths = "//depot/solvespace/": change = 1963]
we're inconsistent (singular Jacobian). That's slow, so we should
provide a library interface to disable it.
[git-p4: depot-paths = "//depot/solvespace/": change = 1946]
little test app that links against it. I still need to polish a few
things, but this is more or less as it should be.
[git-p4: depot-paths = "//depot/solvespace/": change = 1944]