Commit Graph

67 Commits (61da5969f6248fca042753b0414cfcb4f44b96de)

Author SHA1 Message Date
Jonathan Westhues 28d1bc67bc Two ugly hacks. Don't do the trick where I also deselect the point
under the just-deselected coincident point when I'm working on
batches, which really could have selected that underneath point.
And always pwl curves to at least two line segments (and likewise
retain at least one intermediate point when removing short edges),
to avoid confusion when holes end up square.

[git-p4: depot-paths = "//depot/solvespace/": change = 2070]
2009-11-05 21:34:34 -08:00
Jonathan Westhues e74a655ffd Assemble only inner loops from same style as outer loop. Fix arrows
for dimensions when viewed on edge. Add an angle measurement to the
text screen selection info.

[git-p4: depot-paths = "//depot/solvespace/": change = 2063]
2009-11-01 03:09:05 -08:00
Jonathan Westhues 3515748334 Make the EPS, PDF, and SVG targets output filled contours. This
also means that closed contours will get output as a single path
now, vs. one open path per Bezier segment before.

I've simplified the 2d/3d wireframe export targets somewhat; they
now support only Beziers, without an additional special case for
line segments. The performance penalty for that should not be worth
caring about, since that's infrequent.

And fix a memory leak in FindOuterFacesFrom(), fix ugly output of
filled triangles in PDF (because the line join style did bad things
on long skinny triangles), fix non-zero Z coordinates for exported
views or sections in DXF or STEP.

[git-p4: depot-paths = "//depot/solvespace/": change = 2061]
2009-10-30 02:38:34 -08:00
Jonathan Westhues 2f115ec950 A monster change to add support for filled paths. This requires us
to assemble Beziers into outer and inner loops, and find those
loops made up of entities with filled styles. The open paths are
maintained in a separate list, and we assemble as many closed paths
as possible even when open paths exist.

This changes many things. The coplanar check is now performed on
the Beziers, not the resulting polygon. The way that the polygon is
used to determine loop directions is also modified.

Also fix the mouse behavior when dragging a point: drop it when the
mouse is released, even if it is released outside the window, but
don't drop it if the pointer is dragged out of and then back into
our window.

Also special-case SSurface::ClosestPointTo() for planes, for speed.

[git-p4: depot-paths = "//depot/solvespace/": change = 2058]
2009-10-28 23:16:28 -08:00
Jonathan Westhues e7c8d31500 Move code to find outer and inner contours (and which inner
contours go with which outer contour) out of exportstep.cpp, since
I'll need that to do filled contour export for the 2d file formats.

Also add user interface to specify fill color.

[git-p4: depot-paths = "//depot/solvespace/": change = 2057]
2009-10-22 09:16:20 -08:00
Jonathan Westhues 83bbc004dc Add 3d wireframe export, in DXF or STEP format. This uses most of
the same plumbing as the 2d vector output.

Also fix piecewise linear tolerance when the export scale factor is
not equal to one; have to scale the chord tol along with that.

[git-p4: depot-paths = "//depot/solvespace/": change = 2053]
2009-10-12 02:40:48 -08:00
Jonathan Westhues 730bb8f73e Make the export scale factor affect the surfaces in a STEP file,
and lay groundwork for wireframe export.

[git-p4: depot-paths = "//depot/solvespace/": change = 2052]
2009-10-12 01:28:34 -08:00
Jonathan Westhues c153e23f49 Add option to mirror imported geometry, including the shell, mesh,
and parametric entities. Also consolidate the text screen functions
to change group options into a single function for everything.

[git-p4: depot-paths = "//depot/solvespace/": change = 2051]
2009-10-09 04:57:10 -08:00
Jonathan Westhues 15729c74f0 Fix two gross memory leaks. I was neglecting to clear the SEdgeList
that I created in SPolygon::SelfIntersecting, and while
triangulating a polygon I would free the SContour, but not the
list of points associated with the contour.

[git-p4: depot-paths = "//depot/solvespace/": change = 2047]
2009-10-02 01:30:12 -08:00
Jonathan Westhues 9b8f32dad7 Now actually export the line styles, for PDF, EPS, and SVG file
formats, with the proper color and width. This may need a bit of
cleanup for stuff like the hidden line removal, which currently
loses the style.

Also fix a bug in the test for arcs of a circle. A second-order
Bezier with collinear control points really is an arc, but it's an
arc with infinite radius so stuff tends to blow up. So return false
for that one.

[git-p4: depot-paths = "//depot/solvespace/": change = 2030]
2009-09-21 21:46:30 -08:00
Jonathan Westhues f7f9000c68 Discard intersection curves that lie entirely outside of one
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]
2009-08-20 20:58:28 -08:00
Jonathan Westhues 1692382d5a Replace the closed-form solutions for entity-entity splitting with
a method that works on the piecewise linear segments, and then
refines any intersections that it finds by Newton's method. So now
I support cubics too, and circle-circle intersections, and the code
is much simpler.

[git-p4: depot-paths = "//depot/solvespace/": change = 2012]
2009-07-07 00:21:59 -08:00
Jonathan Westhues a74f85e0d1 I had been using LENGTH_EPS as the tolerance on both xyz points and
uv points. This is inconsistent, unless the surface happens to be a
plane square with side length one.

So modify the SBspUv tests to take a surface, and measure distance
linearized in that surface. That fixes at least one
mis-classification bug, and doesn't seem to break anything.

[git-p4: depot-paths = "//depot/solvespace/": change = 2005]
2009-07-01 19:32:17 -08:00
Jonathan Westhues 4ca7548ffe Don't merge two coincident surfaces unless they share an edge.
Otherwise, we might merge in ways that make things slower (because
the bboxes aren't as tight) or less robust (because the
intersection needs to be split in more places, and that might fail).

[git-p4: depot-paths = "//depot/solvespace/": change = 2003]
2009-06-29 20:38:40 -08:00
Jonathan Westhues f865901bd2 Group edges into chains (that don't intersect edges from the other
contour, except at the ends of the chain), and classify the entire
chain. That's much faster than going edge by edge.

[git-p4: depot-paths = "//depot/solvespace/": change = 2002]
2009-06-26 21:53:56 -08:00
Jonathan Westhues cf77e51ddc I think this fixes an issue importing STEP into Rhino. Something
bad seems to happen when a trim curve's u or v coordinate goes even
slightly outside [0, 1]. And since I considered the bbox of the pwl
segments when merging coincident surfaces (and not the true
curves), that happened. So add a bit of slop, which seems to make
things happy.

[git-p4: depot-paths = "//depot/solvespace/": change = 1999]
2009-06-25 03:58:39 -08:00
Jonathan Westhues 3da334028e Let's use the direction cosines (dot product of unit vectors), not
the arbitrary-magnitude dot product, to classify regions (inside,
outside, coincident) of surfaces against each other.

That lets me always perturb the point for the normals (inside and
outside the edge) by just a chord tolerance, and nothing bad
happens as that distance varies over a few orders of magnitude.

[git-p4: depot-paths = "//depot/solvespace/": change = 1996]
2009-06-21 22:22:30 -08:00
Jonathan Westhues bd36221219 Clean up the marching step size / chord tol stuff, and add code to
export an inexact curve by approximating it with piecwise cubic
segments (whose endpoints lie exactly on the curve, and with exact
tangent directions at the endpoints).

[git-p4: depot-paths = "//depot/solvespace/": change = 1995]
2009-06-21 18:54:09 -08:00
Jonathan Westhues 684ba7deb1 Add a menu item to rotate an imported part by ninety degrees about
the coordinate axis closest to the screen normal.

[git-p4: depot-paths = "//depot/solvespace/": change = 1994]
2009-06-21 12:39:42 -08:00
Jonathan Westhues c6a0148724 When splitting a curve against surfaces, don't split the curve
against the surfaces that it supposedly borders; that will cause
numerical trouble.

[git-p4: depot-paths = "//depot/solvespace/": change = 1993]
2009-06-21 01:54:21 -08:00
Jonathan Westhues 4c8f535305 Split line-surface intersection and shell raycasting stuff into its
own file.

[git-p4: depot-paths = "//depot/solvespace/": change = 1992]
2009-06-21 01:14:49 -08:00
Jonathan Westhues d3dcd8fb23 Now we are actually marching. There seems to be either a numerical
problem or a tendency to generate backwards edges or both, need to
debug that. But it generates the curve, and begins to work.

And change the edge classification. Now instead of testing for
point-on-surface using the results of the raycasting, test for
point-on-surface as a separate step. That stops us from picking up
the additional numerical error from the surface-line intersection,
which may be significant if the ray is parallel or almost parallel
to the surface.

[git-p4: depot-paths = "//depot/solvespace/": change = 1991]
2009-06-21 01:02:36 -08:00
Jonathan Westhues 666ea1c047 Add beginnings of marching surface intersection; I can find all the
boundary points, at least. That required some changes to what gets
passed around (for example because to project a point onto this
inexact curve, we need to know which two surfaces it trims so that
we can do a Newton's method on them).

And fix stupidity in the way that I calculated edge normals; I just
did normal in uv space, and there's no particular reason why that
would be normal in xyz. So edges in long skinny surfaces failed,
for example.

[git-p4: depot-paths = "//depot/solvespace/": change = 1990]
2009-06-18 23:56:33 -08:00
Jonathan Westhues 19fbae5b66 Oops, don't let the coincident surface merging stuff try to merge
empty (no trims) surfaces. It will generate a screwy bounding box,
which will make things break numerically later.

[git-p4: depot-paths = "//depot/solvespace/": change = 1979]
2009-06-10 00:26:09 -08:00
Jonathan Westhues 2013f9f466 Oops, was computing numerical by perturbing a point in uv; but the
xyz point that I subtracted off had been refined to lie exactly on
our edge's curve, and the uv point that I started with had not. So
normals got randomly screwed up.

[git-p4: depot-paths = "//depot/solvespace/": change = 1978]
2009-06-10 00:04:35 -08:00
Jonathan Westhues 603f47692e When exporting STEP, identify the outer contours, and group them
and their holes into their own advanced faces. So a single surface
with multiple outer contours generates multiple advanced faces.

Also turn the default chord tol down to 1.5 pixels, seems more
likely to make the exact surface Booleans work.

[git-p4: depot-paths = "//depot/solvespace/": change = 1975]
2009-06-08 08:21:33 -08:00
Jonathan Westhues 9455037e49 Add beginnings of STEP export, which weren't as horrible as I had
feared. Though I don't have rational surfaces or curves going yet,
and I don't have the stuff to handle holes or multiple outer
contours in a single surface.

[git-p4: depot-paths = "//depot/solvespace/": change = 1974]
2009-06-07 22:50:16 -08:00
Jonathan Westhues 2d653eada8 Add code to identify planes and cylindrical surfaces from a solid
of revolution, and put them in the same form as if they had been
draw by an extrusion (so that we can use all the same special case
intersection curves).

And add code to merge coincident faces into one. That turns out to
be more than a cosmetic/efficiency thing, since edge splitting
fails at the join between two coincident faces.

[git-p4: depot-paths = "//depot/solvespace/": change = 1965]
2009-06-04 21:38:41 -08:00
Jonathan Westhues ae35b3595c Revamp the edge classification for Booleans. I no longer make a
separate polygon of coincident (with same or opposite normal)
faces; I instead test all the edges against the other shell, and
have extended the classify-against-shell stuff to handle those
cases.

And the normals are now perturbed a bit numerically, to either side
of the edge, to distinguish tangency from a coincident surface.

This seems to work fairly well, although things still tend to fail
when the piecewise linear tolerance is too coarse.

[git-p4: depot-paths = "//depot/solvespace/": change = 1964]
2009-06-03 19:59:40 -08:00
Jonathan Westhues 438d517c5a If a Boolean fails, then make a note of it in the group's text
window screen, and remind the user that they could 'fix' the
problem by working with meshes instead.

[git-p4: depot-paths = "//depot/solvespace/": change = 1962]
2009-05-30 00:49:09 -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 b4dfb1aded Add code to assemble two shells into one, without checking for any
intersections or otherwise trying to make the result not
self-intersecting.

[git-p4: depot-paths = "//depot/solvespace/": change = 1955]
2009-05-19 19:04:36 -08:00
Jonathan Westhues 1d88f96e13 Make surfaces of revolution with control points on the axis
triangulate correctly; don't screw up generating them, and make
sure that the ratpoly stuff doesn't blow up near the singularity.

[git-p4: depot-paths = "//depot/solvespace/": change = 1953]
2009-05-18 00:18:32 -08:00
Jonathan Westhues 40ed1b7ac1 Generate intersection curves for surfaces of extrusion along a
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]
2009-05-17 23:26:51 -08:00
Jonathan Westhues d6d198ee40 Add triangulation of surfaces with compound curvature; I just build
a grid of quads, with adaptive spacing. The quads that lie entirely
within the trim polygon are triangulated and knocked out from the
polygon, and then the polygon is triangulated.

That works okay, though rather slow. But there are issues with
surfaces of revolution that touch the axis, since they end up with
a singularity. That will require some thought.

[git-p4: depot-paths = "//depot/solvespace/": change = 1951]
2009-05-08 00:33:04 -08:00
Jonathan Westhues 3581d9b9ec Construct surfaces of revolution from lathe groups, although we're
not triangulating them correctly yet.

[git-p4: depot-paths = "//depot/solvespace/": change = 1950]
2009-04-28 18:42:44 -08:00
Jonathan Westhues b5c8aade21 Add exact export of arcs for EPS, DXF, SVG, and of nonrational
polynomial curves for SVG.

[git-p4: depot-paths = "//depot/solvespace/": change = 1937]
2009-04-14 18:55:18 -08:00
Jonathan Westhues 775653a75d Add beginnings of exact curve export. We take the trim curves in
our specified section plane; we then split them according to the
start and endpoints of each STrimBy, using de Castejau's algorithm.
These sections get projected (possibly in perspective, which I do
correctly) into 2d and exported.

Except, for now they just get pwl'd in the export files. That's the
fallback, since it works for any file format. But that's the place
to add special cases for circles etc., or to export them exactly.
DXF supports the latter, but very painfully since I would need to
write a later-versioned file, which requires thousands of lines of
baggage. I'll probably stick with arcs.

[git-p4: depot-paths = "//depot/solvespace/": change = 1936]
2009-04-13 20:19:23 -08:00
Jonathan Westhues 71adc0bf54 Split ratpoly.cpp; now that contains only the mathematical stuff,
and curve.cpp and surface.cpp contain the rest.

Also get rid of the meshError stuff; will just use the nakedEdges
mechanism for that. And I won't run the interference test
continuously, have added a menu item for that.

[git-p4: depot-paths = "//depot/solvespace/": change = 1934]
2009-03-28 22:05:28 -08:00
Jonathan Westhues 7f3dd91bd9 Add a special case for line-cylinder intersection, solving in
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]
2009-03-19 09:40:11 -08:00
Jonathan Westhues acadc0a918 Many changes:
* 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]
2009-03-15 15:04:45 -08:00
Jonathan Westhues adc910185c Add plane-plane intersection as a special case (to generate the
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]
2009-03-14 12:01:20 -08:00
Jonathan Westhues bc70089dd0 Add code to subdivide (with de Castljau's algorithm) a surface, and
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]
2009-03-08 02:59:57 -08:00
Jonathan Westhues 77cace05ce When clipping ears to triangulate a curved surface, clip the ear
that minimizes the chord tolerance.

[git-p4: depot-paths = "//depot/solvespace/": change = 1921]
2009-02-27 06:05:08 -08:00
Jonathan Westhues 2023667311 Add Newton iterations to intersect a line with a surface at a
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]
2009-02-27 05:04:36 -08:00
Jonathan Westhues 3da1e1d390 Compute surface intersections in a way that is closer to what I
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]
2009-02-23 02:06:02 -08:00
Jonathan Westhues 9ade574d36 Fix triangulation issues when a polygon has more than two edges at
a vertex.

[git-p4: depot-paths = "//depot/solvespace/": change = 1916]
2009-02-18 03:15:33 -08:00
Jonathan Westhues 577cdf2255 More coincident fixing; test for edge-on-edge, fix some gross
stupidity.

[git-p4: depot-paths = "//depot/solvespace/": change = 1915]
2009-02-17 03:17:12 -08:00
Jonathan Westhues c6b429b9ce Additional poking at Booleans. At least this is a halfway rational
way to think about the cases; I'm classifying the regions to the
left and right of each edge, and keeping the edges if those regions
(2d, surfaces) classify different.

Still screws up with edge-on-edge intersections; but if I make the
surface intersection stuff handle that, then might be more
straightforward to use that info.

[git-p4: depot-paths = "//depot/solvespace/": change = 1914]
2009-02-16 04:05:08 -08:00
Jonathan Westhues 90842131ff Make Boolean union work when the shells have coincident plane
faces. Still on planes only, no curved surface intersections.

[git-p4: depot-paths = "//depot/solvespace/": change = 1912]
2009-02-09 04:40:48 -08:00