six-DOF mouse. That's normal to the screen, so it's otherwise easy
to get a big movement without realizing (especially with a parallel
projection of the part).
[git-p4: depot-paths = "//depot/solvespace/": change = 2021]
(in my case, a SpaceNavigator). I can transform the view of the
part, or transform a part in an assembly.
Also fix up mouse wheel input, so that it works even if it comes in
chunks of less than 120 units.
[git-p4: depot-paths = "//depot/solvespace/": change = 2019]
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]
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]
* 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]
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]
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]
tables in the code, which I have written in perl and am checking
in.
Also get WM_MOUSELEAVE events from win32, so that I can de-hover
everything when the mouse leaves the graphics window. And fix one
of the icons, which was 23x24 instead of 24x24.
[git-p4: depot-paths = "//depot/solvespace/": change = 1883]
auto-showing when a solve fails. And accept expressions, not just
numbers, for that new dimension value.
[git-p4: depot-paths = "//depot/solvespace/": change = 1877]
These are just a convenience, since it would be possible to get the
same result by drawing a construction line.
[git-p4: depot-paths = "//depot/solvespace/": change = 1836]
based on a chord tolerance. And rewrite the pwl circles to work
against a chord tolerance too (which they really were doing before,
but in funny units).
Also make "assemble" combine type do a union after interference
checking; was previously just copying, which meant that coplanar
faces could break subsequent operations.
And make right-clicking effectively toggle shift key, instead of
forcing it on; so you can pan or rotate with either right or middle
button.
[git-p4: depot-paths = "//depot/solvespace/": change = 1829]
introduced by the bsp routines. It's usually, though not always,
possible to generate a watertight mesh. The occasions where it's
not look ugly, floating point issues, no quick fix.
And use those to generate a list of edges where two different faces
meet, which I can emphasize for cosmetic reasons (and some UI to
specify whether to do that, and with what color).
And make the right mouse button rotate the model, since that was
previously doing nothing.
[git-p4: depot-paths = "//depot/solvespace/": change = 1821]
version of the code from SketchFlat, with all arbitrary limits
removed.
The TTF text is its own entity, and that entity includes the
font file basename and the text. That's an extra 128 bytes in the
entity, which is around a 50% increase, kind of a shame. It was
simple, though.
[git-p4: depot-paths = "//depot/solvespace/": change = 1814]
that to try to find them if we can't find them by absolute path.
This is intended to make everything still work if you copy an
entire directory tree of files that import each other.
Also add a mechanism to not paint the scene if we're not sure it's
consistent; otherwise got some crashes on startup. And disable both
text and graphic window when displaying a modal dialog, wasn't
doing that always.
[git-p4: depot-paths = "//depot/solvespace/": change = 1808]
liked, but my more parametric attempts were very difficult to use.
The pitch (both axial and radial) gets specified by typing a
distance in a textbox.
[git-p4: depot-paths = "//depot/solvespace/": change = 1804]
separate groups. The section is swept normal to the trajectory,
producing a mesh. I'm doing the triangles only now, not copying
over any entities.
Also fix a bug in the PNG export; rows are 4-aligned, so that was
breaking when the width of the image wasn't divisible by four. Also
fix a bug in lathes, where it generated overlapping triangles for
one segment.
And change the groups to record both "this mesh", the contribution
due to the extrude/lathe/whatever, and the "running mesh", that we
get after applying the requested Boolean op between "this mesh" and
the previous group's "running mesh". I'll use that to make step and
repeats step the mesh too.
[git-p4: depot-paths = "//depot/solvespace/": change = 1801]
same orientation constraint is applied; this makes convergence
easy. And don't hover faces or constraints while dragging
something.
[git-p4: depot-paths = "//depot/solvespace/": change = 1798]
that perspective in the gl matrices, and also everywhere that I
check mouse pointer positions against the model, and for the zoom
to fit.
[git-p4: depot-paths = "//depot/solvespace/": change = 1796]
an Expr *, since that complicates multiple units and also memory
management. Now it's just a double.
[git-p4: depot-paths = "//depot/solvespace/": change = 1791]
user-visible text. And make points hoverable/selectable even when
GW.showPoints is false, and zoom to fit before regenerating on file
open, because then we're at the right zoom level (and will use the
right pwl tolerance).
[git-p4: depot-paths = "//depot/solvespace/": change = 1788]
and rotates, auto-constrain translates in active workplane, speed
up remap list search with a hash table, other stuff.
[git-p4: depot-paths = "//depot/solvespace/": change = 1786]