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]
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]
more starting work on the selectable faces, and fiddling in an
attempt to remove dependencies when stuff gets deleted.
[git-p4: depot-paths = "//depot/solvespace/": change = 1760]
case where you bolt a triangle onto a convex poly, and both
remaining edges of the tri are coincident with the neighbours from
the poly. That was a big source of zero-area triangles.
And tweak some colors a bit.
[git-p4: depot-paths = "//depot/solvespace/": change = 1758]
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]
part, including all of its entities and the triangle mesh. These
are transformed by a rotation and translation, and appear in the
sketch; the transformation may be set with constraints.
[git-p4: depot-paths = "//depot/solvespace/": change = 1756]
recently opened files, that is saved in the registry and displayed
in a separate popup menu.
[git-p4: depot-paths = "//depot/solvespace/": change = 1752]
nicely. And to do that, I've added the user interface to show an
edit control in the text window.
[git-p4: depot-paths = "//depot/solvespace/": change = 1749]
so e.g. a new extrude starts in free space, which is likely what
you want. And default to an in-workplane group, and tweak the
display of workplanes.
[git-p4: depot-paths = "//depot/solvespace/": change = 1748]
and in the case of a singular Jacobian, report which constraints
can be removed to fix it. Also a mechanism to hover and select
entities and constraints from the text window.
[git-p4: depot-paths = "//depot/solvespace/": change = 1746]
triangle list before adding to the BSP, and check if a point in
plane lies in multiple triangles and choose the one with the
biggest normal magnitude (i.e., area) when testing normal
direction.
[git-p4: depot-paths = "//depot/solvespace/": change = 1745]
implement that. Also make solver work only between the first and
last visible group; earlier can just work from previous solve
result, and later don't matter.
There's some issues with the csg code; it will eventually produce
an open mesh, which is very bad. Not sure whether that's a logic
bug, or a numerical issue; still generating absurd triangles pretty
routinely.
[git-p4: depot-paths = "//depot/solvespace/": change = 1741]
polygon, not just triangles. This helps to avoid needless
splitting. Also test if an entire triangle got inserted in multiple
pieces; if yes, back things out, and just insert the triangle.
Also remove the extra partition stuff, since it didn't seem to help
consistently, and this does.
Still could do some better merging, in the case where an inserted
triangle does not get fully inserted, but we can find a better
triangulation than what the BSP naturally gives.
[git-p4: depot-paths = "//depot/solvespace/": change = 1739]
zero-area triangles, apparently. And make the number of line
segments used to approximate a triangle depend on its scale on
screen.
[git-p4: depot-paths = "//depot/solvespace/": change = 1738]
while building it. That may improve performance, by building a more
balanced tree and actually reducing splitting. Not dramatic
improvements, though; half the triangles for some parts, but no
change or slightly worse for others.
[git-p4: depot-paths = "//depot/solvespace/": change = 1737]
set of coplanar faces. The polygon count still gets stupid fast;
I'm thinking I can fix that by adding some extra test planes at the
top of the 3d BSP, to quickly cull out stuff that doesn't intersect
us.
[git-p4: depot-paths = "//depot/solvespace/": change = 1736]
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]
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]
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]
that's in a group that solves after the current group. This means
that the constraint/request gets deleted instantly, and stuff like
auto-constraints on the just-created entities blow up. I now check
that the active workplane comes from the active group or one solved
before it.
[git-p4: depot-paths = "//depot/solvespace/": change = 1729]
as a constraint on the direction cosine, rather than driving the
dot product against a rotated vector to zero. The drawing is the
ugly part; to do that for skew lines, I gave up.
Also add a function to clear non-existent items on the selection
after solving, since that could have caused an oops().
[git-p4: depot-paths = "//depot/solvespace/": change = 1727]
the coordinate system (x, y, z normal vectors) in the bottom left
corner of the screen at all times, and hide group-created
workplanes except when that group is active, and activate that
workplane when the group is activated.
[git-p4: depot-paths = "//depot/solvespace/": change = 1726]
sketch (e.g., a line whose length is constrained gets deleted, but
the constraint is left behind; or the point that's the origin for a
drawing group in plane gets deleted), then deleted the dependencies
too.
[git-p4: depot-paths = "//depot/solvespace/": change = 1725]
everything broke; apparently that driver didn't like me continually
destroying and recreating the HPGL context, and it also didn't like
me drawing zero-area polygons for my edges (which seemed like a
good idea, because it let me use glPolygonOffset instead of doing
that by hand). So it now all seems to work again, and faster.
[git-p4: depot-paths = "//depot/solvespace/": change = 1723]
use the horizontal or vertical axes of the active workplane. The
equations that we write from these are very fast (of the form u + v
= 0, or u - v = 0).
[git-p4: depot-paths = "//depot/solvespace/": change = 1720]
lets me reweight the parameters, e.g. to encourage the solver to
make changes to the point being dragged.
[git-p4: depot-paths = "//depot/solvespace/": change = 1719]
we need something to force the points into plane, and the workplane
supplies that), but otherwise straightforward. And add diameter and
equal radius constraints for the arc.
[git-p4: depot-paths = "//depot/solvespace/": change = 1718]
solve the Newton's method iterations in a least squares sense. This
is much less likely to result in numerical disaster; a parameter
will never make a very large change, unless that really is the only
way to satisfy the constraints.
[git-p4: depot-paths = "//depot/solvespace/": change = 1717]
list, and then adding a new entity to that list, and then looking
at that pointer again. Not okay; the add operation might have
forced a realloc. I have to watch for that.
And add a "distance ratio" constraint, plus a new kind of group
that comes with its own workplane. The workplane is not solved for;
it's generated explicitly in terms of elements that are already
solved.
[git-p4: depot-paths = "//depot/solvespace/": change = 1716]