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]
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]
* 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]
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]
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]
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]
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]
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]