Constraint::COMMENTs), including line width and color, and text
height and origin location.
[git-p4: depot-paths = "//depot/solvespace/": change = 2033]
that to the constraints.
And fix two crashing bugs, embarrassing, both chasing null pointers.
[git-p4: depot-paths = "//depot/solvespace/": change = 2031]
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]
line width units, on-screen and export visibility. So now we can
use that to modify the default styles, or to create custom styles.
Also add code to draw fat lines, with round endcaps, since gl
doesn't do that.
Next we need some user interface to assign styles to entities, and
to make all the export file formats support the style attributes.
[git-p4: depot-paths = "//depot/solvespace/": change = 2029]
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]
size for EPS, etc.). This can either be fixed, with a given width
and height and offset, or automatic, by the left right bottom top
margins.
And draw nicer dimensions for length, with arrows and more
extension lines. Add code to trim those lines against the
(rectangular, axis-aligned) box that contains the actual number,
and use that (instead of the elliptical interpolation, which was
only approximately right) for diameter dimensions too.
[git-p4: depot-paths = "//depot/solvespace/": change = 2027]
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]
six-DOF mouse. That's normal to the screen, so it's otherwise easy
to get a big movement without realizing (especially with a parallel
projection of the part).
[git-p4: depot-paths = "//depot/solvespace/": change = 2021]
(in my case, a SpaceNavigator). I can transform the view of the
part, or transform a part in an assembly.
Also fix up mouse wheel input, so that it works even if it comes in
chunks of less than 120 units.
[git-p4: depot-paths = "//depot/solvespace/": change = 2019]
steps in thisShell or thisMesh, and then let the Boolean proceed as
usual. If everything works, then this is equivalent. And it's less
code, and it makes stuff like stepping the step and repeat work.
Also begin to work on line/entity/constraint styles, but no real
work yet.
[git-p4: depot-paths = "//depot/solvespace/": change = 2018]
shell when the current group has thisMesh and thisShell empty was
broken, since rotate or step and repeat groups don't use those.
So force something (doesn't matter what) into thisMesh or thisShell
in a step and repeat group, to make sure it always gets
recalculated and displayed. Ugly fix though.
[git-p4: depot-paths = "//depot/solvespace/": change = 2017]
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]
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]
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]
identical to the previous group's (because our thisShell and
thisMesh are empty), then display the previous group's instead.
This saves us re-triangulating the shell (or recalculating the
edges of a triangle mesh) every time our group gets regenerated,
which was horribly slow.
[git-p4: depot-paths = "//depot/solvespace/": change = 2004]
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]
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]
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]
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]
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]
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]
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]
version number to 1.4, don't include force-hidden entities when
building the loops, and don't show force-hidden entities when that
entity gets copied.
[git-p4: depot-paths = "//depot/solvespace/": change = 1983]
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]
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]
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]
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]
check, hide the coordinate axes at the origin when normals are
hidden (but still show the coordinate axes at the bottom left of
the screen), and report point-line distance when a point and a line
are selected.
[git-p4: depot-paths = "//depot/solvespace/": change = 1973]
"assemble". And don't show "naked" (not occuring in anti-parallel
pairs) edges when just testing for interference.
[git-p4: depot-paths = "//depot/solvespace/": change = 1967]
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]
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]
wrong parameters for a normal in Example2d(), and the horiz/vert
constraints were not documented correctly.
[git-p4: depot-paths = "//depot/solvespace/": change = 1963]
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]
can show edges for both meshes and shells, and export them and
hidden line remove and all the usual stuff.
And fix the zoom to fit on startup, so that it considers hidden
entities too. That avoids the problem where things get generated at
stupid chord tolerance because no entities were visible and the
mesh of course did not yet exist.
[git-p4: depot-paths = "//depot/solvespace/": change = 1961]
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]