Commit Graph

92 Commits (727ac126fb38b353405dacc00bc5ed2e596328f8)

Author SHA1 Message Date
Jonathan Westhues 727ac126fb Some ugly hacks; discard zero-area triangles, randomize the
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]
2008-05-25 22:23:05 -08:00
Jonathan Westhues d750344653 Even if one vertex is collinear, the other one could be reflex;
triangle merging code was screwing up.

[git-p4: depot-paths = "//depot/solvespace/": change = 1744]
2008-05-25 20:27:34 -08:00
Jonathan Westhues c58dbf1676 When a triangle gets split when it's added, retriangulate in an
effort to reduce the number of pieces.

[git-p4: depot-paths = "//depot/solvespace/": change = 1743]
2008-05-25 19:39:45 -08:00
Jonathan Westhues 05b50e0af8 Various tweaks, including a numerical improvement, to make the
epsilon in the csg stuff meaningfully apply everywhere to the
length.

[git-p4: depot-paths = "//depot/solvespace/": change = 1742]
2008-05-25 06:36:03 -08:00
Jonathan Westhues 248f74547e Add user interface to specify union/difference for extrudes, and
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]
2008-05-25 05:11:44 -08:00
Jonathan Westhues 1909d4c520 The rule for when to keep coplanar surfaces was very wrong; fix it.
[git-p4: depot-paths = "//depot/solvespace/": change = 1740]
2008-05-24 16:37:11 -08:00
Jonathan Westhues 0ad8644df4 As we break things against the BSP, keep an arbitrary convex
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]
2008-05-24 15:10:00 -08:00
Jonathan Westhues 097d0ddfa9 Add a workaround for OpenGL, which likes to tesselate with
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]
2008-05-24 05:23:25 -08:00
Jonathan Westhues 70ccbebc8f Add extra split planes (not coplanar with any triangle) to the BSP
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]
2008-05-24 04:23:25 -08:00
Jonathan Westhues 4d7ffc85f9 Make coplanar faces work properly, by implementing a 2d BSP on each
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]
2008-05-24 02:34:06 -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 c079497762 And add mesh.cpp, which I had forgotten.
[git-p4: depot-paths = "//depot/solvespace/": change = 1734]
2008-05-22 02:28:50 -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 e80328279e Rip out the boundary rep csg stuff. I'll redo that with a triangle
mesh approach.

[git-p4: depot-paths = "//depot/solvespace/": change = 1732]
2008-05-20 19:58:14 -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 4b6f8eabb6 Clear selection etc. after deleting items due to a failed
dependency; no telling what might be out of date after that.

[git-p4: depot-paths = "//depot/solvespace/": change = 1730]
2008-05-17 18:18:47 -08:00
Jonathan Westhues 30ad41f4a2 Fix a crash; it was possible to attempt to draw in a workplane
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]
2008-05-17 15:48:58 -08:00
Jonathan Westhues 48132082ba Minor tweaks; and always go into the debugger after an oops().
[git-p4: depot-paths = "//depot/solvespace/": change = 1728]
2008-05-17 15:21:02 -08:00
Jonathan Westhues b480613763 Add angle constraints. I'm doing these differently from SketchFlat,
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]
2008-05-17 03:15:14 -08:00
Jonathan Westhues 749e2a0149 Add double-sided extrudes, and user interface for that. Also put
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]
2008-05-17 00:02:39 -08:00
Jonathan Westhues 3cdbbb83b1 If a deletion makes it impossible to define other elements of the
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]
2008-05-16 22:04:55 -08:00
Jonathan Westhues 2ec23ffa3e Fix point-on-circle constraints to work with arcs too, and lock
extrudes normal to workplane if a workplane is active when the
extrusion is created.

[git-p4: depot-paths = "//depot/solvespace/": change = 1724]
2008-05-15 22:34:06 -08:00
Jonathan Westhues 65ea276fa4 I turned on hardware acceleration for my graphics card, and
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]
2008-05-15 20:54:47 -08:00
Jonathan Westhues e8fbf81de5 Do spherical linear interpolation when we animate onto a workplane.
[git-p4: depot-paths = "//depot/solvespace/": change = 1722]
2008-05-14 06:23:58 -08:00
Jonathan Westhues 21c0c87d8e Replace fudging of coordinates with glPolygonOffset().
[git-p4: depot-paths = "//depot/solvespace/": change = 1721]
2008-05-13 03:27:32 -08:00
Jonathan Westhues aa5c621d82 Add symmetry constraints without an explicit symmetry plane; these
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]
2008-05-13 02:38:21 -08:00
Jonathan Westhues 6031c99bec Scale columns of the Jacobian before least squares solving; this
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]
2008-05-12 18:35:31 -08:00
Jonathan Westhues 364938f332 Add an arc entity. That's not allowed to exist in free space (since
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]
2008-05-12 02:01:44 -08:00
Jonathan Westhues f4d2651031 Get rid of assumptions, which always did cause trouble. Instead,
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]
2008-05-11 23:29:50 -08:00
Jonathan Westhues e2263c69c8 Find a memory corruption! I was getting a pointer into the entity
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]
2008-05-11 02:40:37 -08:00
Jonathan Westhues 6042fb3e0f Add transformed points and normals with a rotation (as well as a
translation; or equivalently, rotation about an arbitrary axis).
Those will be important for step and repeats, and for imported
parts.

Also fix a terrible memory corruption bug: I was freeing the remap
list after I loaded it from the file, but the code that put that
into the SS.group list made only a shallow copy.

[git-p4: depot-paths = "//depot/solvespace/": change = 1715]
2008-05-10 22:09:46 -08:00
Jonathan Westhues 4eed7693be Little changes, more pwls in a circle, and make "same orientation"
constraints work mod 180 degrees, so that it snaps to however the
workplane was drawn (more vertical vs. more horizontal).

[git-p4: depot-paths = "//depot/solvespace/": change = 1714]
2008-05-10 18:57:47 -08:00
Jonathan Westhues 10240cc1df Add parallel and same orientation constraints, that work on line
segments and normals.

[git-p4: depot-paths = "//depot/solvespace/": change = 1713]
2008-05-08 21:33:23 -08:00
Jonathan Westhues 018e8a0444 Draw an additional projection line, when showing a point-line
projected distance constraint.

[git-p4: depot-paths = "//depot/solvespace/": change = 1712]
2008-05-08 00:12:23 -08:00
Jonathan Westhues e11da119f0 Add point-line distance, point-plane distance, and point-on-circle
constraints. And generate the constraint equations for entities
(e.g., that our unit quaternions have magnitude one). Numerical
troubles there, but it sort of works. Also some stuff to draw
projection lines with projected constraints, and to auto-insert
more constraints as you draw.

[git-p4: depot-paths = "//depot/solvespace/": change = 1711]
2008-05-07 23:30:30 -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 c05659753a Add the substitution solver. That speeds things up a bit, and
improves the quality of assumptions.

[git-p4: depot-paths = "//depot/solvespace/": change = 1709]
2008-05-06 23:10:20 -08:00
Jonathan Westhues 6b264a6ba6 Add a convenience command to draw a rectangle (as four line
segments), add the toggle construction command, and color the lines
differently depending on what group you're in.

Also change dynamic memory stuff to use a Win32 heap for everything
(no malloc), and validate that often. I think I've seen it crash,
though I can't reproduce it.

[git-p4: depot-paths = "//depot/solvespace/": change = 1708]
2008-05-06 20:17:29 -08:00
Jonathan Westhues c767d55c71 Now we can add new workplanes. So fix all the mistakes that I
hadn't previously noticed, because I didn't use to have workplanes
with non-zero offsets. And clean up the interface to normals a bit.

[git-p4: depot-paths = "//depot/solvespace/": change = 1707]
2008-05-05 03:17:00 -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 853c6cb59c A big change, to add a concept of normals. These are "oriented
vectors", represented by unit quaternions. This permits me to add
circles, where the normal defines the plane of the circle.

Still many things painful. The interface for editing normals is not
so intuitive, and it's not yet clear how I would e.g. export a
circle entity and recreate it properly, since that entity has a
param not associated with a normal or point.

And the transformed points/normals do not yet support rotations.
That will be necessary soon.

[git-p4: depot-paths = "//depot/solvespace/": change = 1705]
2008-05-04 22:18:01 -08:00
Jonathan Westhues 01885736e6 Fix my rotation-matrix-to-quaternion code: it broke when the
diagonal elements of the matrix summed to -1. Now it's ugly, but I
think that it's correct. And add a command to flip the view to the
other side, which is what started my problems. And tweak display of
H and V and M for constraints: put them in the constraint plane, so
that they're stationary as you rotate around.

[git-p4: depot-paths = "//depot/solvespace/": change = 1704]
2008-05-02 19:33:35 -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 658b7df50f Make at-midpoint constraint also work to constrain midpoint of a
line segment on a plane. And simplify that code a bit, and improve
display.

[git-p4: depot-paths = "//depot/solvespace/": change = 1702]
2008-04-30 22:53:50 -08:00
Jonathan Westhues b7e8b99f37 Don't blow up when the pending point doesn't seem to exist; that
happens if we're solving an earlier group than the one that
contains the pending point.

[git-p4: depot-paths = "//depot/solvespace/": change = 1701]
2008-04-30 22:38:00 -08:00
Jonathan Westhues f1c5d07e39 Sort the parameters by sensitivity before solving, and always sort
the point that's being dragged first, to guarantee that that one
gets the max possible degrees of freedom. The sort code (sort a
list of integers, then apply the permutations by swaps) was more
painful than it should have been.

[git-p4: depot-paths = "//depot/solvespace/": change = 1700]
2008-04-30 22:25:38 -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 60925e4040 A ~10x speedup in the solver. Simplify equations before evaluating
or taking partials (constant folding). Also keep a little hash
table to mark with params are used in each equation, in order to
quickly discard trivial partial derivatives. This is solving a
64x64 system in <20 ms. I suspect this is now much faster than
Sketchflat.

Slightly fake situation, though, since substitution solver has not
yet been written, and no partitioning. I'll do those next.

[git-p4: depot-paths = "//depot/solvespace/": change = 1698]
2008-04-29 20:52:34 -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 598d456d8d Tear apart the text window, mostly to beautify things. The
foreground and background colours are now specified separately, and
it's possible to insert half-line spaces. So now I have a window
that lets me show/hide groups, and select the active one.

[git-p4: depot-paths = "//depot/solvespace/": change = 1695]
2008-04-27 23:18:39 -08:00