Commit Graph

40 Commits (3cfe6b6da1a93a6460cccc3695c9ef46f34bdf68)

Author SHA1 Message Date
Daniel Richard G 718d411699 Renamed *.table files to *.table.h
The *.table files are in fact C header files, and with an *.h extension,
tools will be able to recognize them as such
2013-09-16 17:14:53 -04:00
Daniel Richard G bcb6c7b19b OpenGL fixes
glGetError() was returning GL_INVALID_OPERATION due to some minor missteps
2013-09-09 16:05:33 -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 8481c54012 Major UI changes, to use the checkboxes and radio buttons wherever
possible. This replaces all of the color-coded links, that I liked
but that were nonstandard.

Also rip out the old sweep and helical sweep UI; that was disabled,
but the code was still present.

And fix dependencies in makefile, since textwin.cpp depends on the
icons now.

[git-p4: depot-paths = "//depot/solvespace/": change = 2139]
2010-05-09 10:25:23 -08:00
Jonathan Westhues 2dbb21aecd Add special characters to font, to represent checkboxes and radio
buttons. This requires some tools to convert .png images to that,
and that I put the characters in a two-dimensional grid in the
texture (since one-dimensional strip gets wider than the hardware
supports).

[git-p4: depot-paths = "//depot/solvespace/": change = 2138]
2010-05-08 17:20:02 -08:00
Jonathan Westhues 0246add3e9 Replace ugly text links to hide/show things with icons. So add code
to draw those, and hit test with the mouse, and display tool tips
when the user hovers with the mouse. Also, underline links only
when they're hovered, and not otherwise.

And add a separate menu option to align the view to the active
workplane, vs. activating the active group's workplane, and
remap the bottom two graphics window toolbar icons to that and
"nearest iso view" instead of draw in 2d/3d, since people tended
to click on those without understanding and cause trouble.

And by default, we force a parallel projection; so the factory
default camera tangent is now 0.3, not 0.

[git-p4: depot-paths = "//depot/solvespace/": change = 2131]
2010-05-02 21:04:42 -08:00
Jonathan Westhues c4b442f92f Initial work to move text window guts into platform-independent
code. This is now drawn using gl, and the bitmap font (both there
and in the graphics window) is drawn from a texture from a static
table, not from the Win32 functions, since that's ~1000x faster.

So this adds a tool to generate that table. With luck that will
also fix my font issues under WINE, which won't have to render the
TTF itself.

Still needs some cleanup, and to make all the cosmetic improvements
that I want.

[git-p4: depot-paths = "//depot/solvespace/": change = 2130]
2010-04-25 23:52:49 -08:00
Jonathan Westhues 4634961054 Add ability to assign styles to cosmetic text (in the form of
Constraint::COMMENTs), including line width and color, and text
height and origin location.

[git-p4: depot-paths = "//depot/solvespace/": change = 2033]
2009-09-24 07:52:48 -08:00
Jonathan Westhues ce99217bbb Move colors and line widths for almost everything to the styles
mechanism. This gets filled in from some defaults, and stored in
the registry. The default styles do not get saved in the file, but
user-created styles (which aren't supported yet) do.

[git-p4: depot-paths = "//depot/solvespace/": change = 2028]
2009-09-16 23:32:36 -08:00
Jonathan Westhues 66c93aab73 Add a mechanism to record the lines drawn when we display a
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]
2009-07-03 12:55:57 -08:00
Jonathan Westhues 7a279c4e3f Fix interference check to not report not-2-manifold edges; those
can occur in assemblies with coincident faces. And turn on smooth
shading, finally.

[git-p4: depot-paths = "//depot/solvespace/": change = 1971]
2009-06-06 01:44:58 -08:00
Jonathan Westhues ddbd0ff77b Add ability to represent our surfaces as either a shell or a mesh,
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]
2009-05-24 03:37:07 -08:00
Jonathan Westhues a4dc518a89 A monster change; move the parameter, entity, group, and constraint
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]
2009-04-18 21:53:16 -08:00
Jonathan Westhues 2e4ec6dd04 Add sin and cos to the expression entry (for dimensions etc.), with
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]
2009-01-25 01:19:59 -08:00
Jonathan Westhues 7cf3a06274 A very rough set of routines to triangulate by ear clipping. This
is O(n^2), not perfectly robust, and the bridge-finding code is
particularly bad. But it works, triangulates, and shouldn't ever
generate zero-area triangles like gl does.

[git-p4: depot-paths = "//depot/solvespace/": change = 1900]
2009-01-20 21:04:38 -08:00
Jonathan Westhues ebca6130ec Early attempts at rational polynomial surfaces. I can create one
from an extrusion, with piecewise linear trim curves for everything
(that are shared, so that they appear only once for the two
surfaces that each trims). No Boolean operations on them, and the
triangulation is bad, because gl seems to merge collinear edges.

So before going further, I seem to need my own triangulation code.
I have not had great luck in the past, but I can't live without it
now.

[git-p4: depot-paths = "//depot/solvespace/": change = 1899]
2009-01-19 02:37:10 -08:00
Jonathan Westhues cad77c9c47 Add routines to remove T intersections from the mesh, which are
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]
2008-07-05 23:56:24 -08:00
Jonathan Westhues 2ff309590e Oops, was calling glBegin() once for each triangle when showing
mesh!

[git-p4: depot-paths = "//depot/solvespace/": change = 1807]
2008-06-23 00:48:19 -08:00
Jonathan Westhues e67ea9ca0f Add perspective, by a user-specified factor. So I have to apply
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]
2008-06-17 11:12:25 -08:00
Jonathan Westhues 9bba9425be Add a special constraint type for comments; no equations, just
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]
2008-06-12 00:58:58 -08:00
Jonathan Westhues d471872830 Add reference dimensions, add user-programmable lighting, and add a
configuration screen where all this can be specified.

[git-p4: depot-paths = "//depot/solvespace/": change = 1783]
2008-06-10 20:22:52 -08:00
Jonathan Westhues a084b32064 Stipple the selected/hovered faces, instead of drawing them in
solid red or yellow. And add user interface to `hide' the faces
(i.e., to make them unselectable), defaulting to hidden in
everything except extrudes or imports.

[git-p4: depot-paths = "//depot/solvespace/": change = 1768]
2008-06-01 21:38:12 -08:00
Jonathan Westhues 6748160026 Add selectable faces, by associating an hEntity with the triangle's
metadata. And add point-on-face constraints to go with that. Still
needs some cleanup for the user interface.

[git-p4: depot-paths = "//depot/solvespace/": change = 1766]
2008-06-01 19:31:37 -08:00
Jonathan Westhues 04af0944bc Standardize naming of FromXxx (and XxxFrom) static methods to
create a `new' stack-allocated instance of an object; just From,
possibly different versions with different arg types.

[git-p4: depot-paths = "//depot/solvespace/": change = 1763]
2008-06-01 00:45:11 -08:00
Jonathan Westhues 69eb2273ac Add color. Now each triangle has metadata, which are preserved in
csg ops; so the union of a red part and a blue part has both red
and blue faces. And some user interface to pick the color in the
text window.

The metadata also include a face, which will be an entity; I can
use that to constrain against. But none of that is yet implemented.

[git-p4: depot-paths = "//depot/solvespace/": change = 1757]
2008-05-29 22:09:41 -08:00
Jonathan Westhues de46118324 Add code to extrude a triangle mesh, and to perform Boolean ops on
a triangle mesh in a BSP. That works, although it splits too often,
the initial triangulations are not good quality, and coplanar faces
are not yet handled. I'll do the coplanar thing tomorrow.

[git-p4: depot-paths = "//depot/solvespace/": change = 1735]
2008-05-23 02:05:07 -08:00
Jonathan Westhues 7c4d305895 Add polygon triangulation, by cheating. I'm using the gl tesselator
for that, and storing the triangles instead of rendering them
immediately. Not sure if that's smart; in theory could change from
implementation to implementation, but the results look much better
than I would get myself.

[git-p4: depot-paths = "//depot/solvespace/": change = 1733]
2008-05-22 02:28:28 -08:00
Jonathan Westhues c4e1270e25 Add constructive solid geometry ops. These work to some extent, but
not very well; I'm doing a b-rep, where the boundaries are complex
polygons, and there's too many special cases. I should probably
replace this with a triangle mesh solution.

[git-p4: depot-paths = "//depot/solvespace/": change = 1731]
2008-05-19 01:23:49 -08:00
Jonathan Westhues 328a946cc4 Add a diameter constraint, and add a `distance' entity that I can
remap when I copy circle entities, in order to make the radius
numerical somehow (analogy with the POINT_ and NORMAL_XFRMD) thing.

[git-p4: depot-paths = "//depot/solvespace/": change = 1710]
2008-05-07 00:19:37 -08:00
Jonathan Westhues d048946adc Fix some stupid bugs introduced with the new representation of
workplanes. And fix up our polygon normals, so that everything gets
shaded correctly (and so that later we can generate our STL files
with correct normals).

[git-p4: depot-paths = "//depot/solvespace/": change = 1706]
2008-05-05 01:47:23 -08:00
Jonathan Westhues 30636a6f29 Make the extrude command do a bit more; now I generate all the
faces of the polyhedron. And shade the faces when I draw them, and
fix up our projection matrix so that the depth testing works
properly.

[git-p4: depot-paths = "//depot/solvespace/": change = 1703]
2008-05-02 02:54:22 -08:00
Jonathan Westhues 498ffd07ea Add symmetric and at midpoint constraints. The symmetry constraint
turned out straightforward, in great part because the planes are
workplanes (6 DOF, represented by a unit quaternion and a point),
and therefore make it easy to get a vector in the plane, as well as
a normal.

And on that subject, replace the previous hack for parallel vector
constraints with a better hack: pivot on the initial numerical
guess, to choose which components of the cross product to drive to
zero. Ugly, but I think that will be as robust as I can get.

[git-p4: depot-paths = "//depot/solvespace/": change = 1699]
2008-04-30 00:14:32 -08:00
Jonathan Westhues 70bf14530d Add point on line constraints, in 2d and 3d. The 3d equations do
not have much motivation behind them, but they seem to work. And
make sure that we don't solve multiple times without repainting in
between, and tweak the text window a bit more.

[git-p4: depot-paths = "//depot/solvespace/": change = 1696]
2008-04-28 01:40:02 -08:00
Jonathan Westhues 15476d4732 A great renaming. 2d coordinate systems are now called workplanes,
and the associated entities are now just points.

[git-p4: depot-paths = "//depot/solvespace/": change = 1690]
2008-04-26 19:26:27 -08:00
Jonathan Westhues c934737d9e Add a function to combine vertices while tesselating the polygon,
so that OpenGL can fill self-intersecting polygons.

[git-p4: depot-paths = "//depot/solvespace/": change = 1688]
2008-04-25 02:11:29 -08:00
Jonathan Westhues a7cec38656 Add code to assemble the piecewise linear segments in a group into
a polygon, and to fill that polygon.

[git-p4: depot-paths = "//depot/solvespace/": change = 1686]
2008-04-24 23:04:09 -08:00
Jonathan Westhues 2926fa95d9 Start to add some constraint stuff. I now have point-coincident,
and point-in-plane. These work, but the equation is still stupid,
solving everything at once and not substituting trivial equations.

[git-p4: depot-paths = "//depot/solvespace/": change = 1677]
2008-04-21 00:16:38 -08:00
Jonathan Westhues cc03fe40aa Big structural change; eliminate the Point type in SolveSpace. The
points are now entities like any others; so a line segment request
will generate three entities, the line segment and its endpoints. I
think that's cleaner.

When I do step and repeats (and imports, and other similar), I'll
need a consistent way to assign those entity ids. That assignment
must not change if the sketch is edited. I don't have a clean way
to do that; best thought right now is to keep a record of what maps
have been used previously, and not pick a new map as long as it's
possible to use one that was used previously.

This all means that more crap gets pushed in to the Entity
structure, so that they can keep track of what solver variables
define them. Still seems better, though. I'm closer to ready
to start solving.

[git-p4: depot-paths = "//depot/solvespace/": change = 1673]
2008-04-19 03:09:47 -08:00
Jonathan Westhues 181e50f1d9 Add routines to draw a vector font (public domain Hershey Simplex
font, not bad). Use that to label the planes now.

[git-p4: depot-paths = "//depot/solvespace/": change = 1660]
2008-04-11 03:13:47 -08:00