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]
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]
fix convergence tolerance so that points projected into a rational
polynomial surface end up much closer than LENGTH_EPS.
[git-p4: depot-paths = "//depot/solvespace/": change = 1906]
trim curves for all surfaces lie between 0 and 1. And add routines
to merge the curves and surfaces from two shells into one, and to
split the trim curves into their piecewise linear segments and then
reassemble them into trim curves.
[git-p4: depot-paths = "//depot/solvespace/": change = 1905]
the same precedence as sqrt. Add the code to find naked edges, and
draw them highlighted on the model. And make the direction of trim
curves consistent, always ccw with normal toward viewer; so there's
no need to fix the directions before triangulating.
[git-p4: depot-paths = "//depot/solvespace/": change = 1903]
Add stubs for functions to perform Booleans, and get rid of mesh
stuff, including the kd tree accelerated snap to vertex (which
should not be required if the shell triangulation performs as it
should).
Also check that a sketch is not self-intersecting before extruding
it or whatever. This is dead slow, needs n*log(n) implementation.
[git-p4: depot-paths = "//depot/solvespace/": change = 1902]
A touches edge B, but does not share a vertex with edge B, then
that's an intersection.
Adjust the ear clipping so that it generates strip-like
triangulations, not fan-like.
And rearrange deck chairs on the bridge-finding code, which is
still pathetically slow. It may not be possible to get reasonable
performance without kd tree type acceleration.
[git-p4: depot-paths = "//depot/solvespace/": change = 1901]
is O(n^2), not perfectly robust, and the bridge-finding code is
particularly bad. But it works, triangulates, and shouldn't ever
generate zero-area triangles like gl does.
[git-p4: depot-paths = "//depot/solvespace/": change = 1900]
from an extrusion, with piecewise linear trim curves for everything
(that are shared, so that they appear only once for the two
surfaces that each trims). No Boolean operations on them, and the
triangulation is bad, because gl seems to merge collinear edges.
So before going further, I seem to need my own triangulation code.
I have not had great luck in the past, but I can't live without it
now.
[git-p4: depot-paths = "//depot/solvespace/": change = 1899]
so now we've got the exact curve loops, with their direction
standardized so that we can tell which direction is out. We still
need the polygon in any case, since that's a convenient way to find
each curve's winding number.
And remove some more leftover code from mesh sweeps.
[git-p4: depot-paths = "//depot/solvespace/": change = 1897]
piecwise linear segments. These are piecewise linear approximated
for display, and currently for the mesh too, but that's the first
step to replace the mesh with exact curved surfaces.
[git-p4: depot-paths = "//depot/solvespace/": change = 1895]
tricky; can't just use the dot product, since that blows up when
you cross pi radians. A gear shift approach, use either sin or cos,
same kind of thing as the 3d-parallel constraint.
And report a NaN constraint as unconverged, of course.
[git-p4: depot-paths = "//depot/solvespace/": change = 1890]
corresponding to each param from the Jacobian, and see if it loses
rank. If it does then that one was important, so it's bound. Then
display a big blue square around its point until the next normal
solve.
[git-p4: depot-paths = "//depot/solvespace/": change = 1887]
constraint structures based on user input, and one for generating
equations from the constraints.
[git-p4: depot-paths = "//depot/solvespace/": change = 1885]
or lines against lines. The constraints get rather screwed up
afterwards, of course.
So make arcs with the endpoints coincident into circles, instead
of nothings; since the first split of a circle produces that.
And don't warn after deleting just point-coincident or horiz/vert
constraints as a dependency; that's just a nuisance, because it
happens too often.
[git-p4: depot-paths = "//depot/solvespace/": change = 1884]
tables in the code, which I have written in perl and am checking
in.
Also get WM_MOUSELEAVE events from win32, so that I can de-hover
everything when the mouse leaves the graphics window. And fix one
of the icons, which was 23x24 instead of 24x24.
[git-p4: depot-paths = "//depot/solvespace/": change = 1883]
auto-showing when a solve fails. And accept expressions, not just
numbers, for that new dimension value.
[git-p4: depot-paths = "//depot/solvespace/": change = 1877]
shell. That seems less prone generating stray lines, though it does
sometimes generate gaps.
[git-p4: depot-paths = "//depot/solvespace/": change = 1876]
are added. There was already precedent for that, since I
auto-remove horiz/vert constraints when symmetry constraints are
added.
[git-p4: depot-paths = "//depot/solvespace/": change = 1875]
not to solve by substitution before rank testing. And report the
unsatisfied constraints when we don't converge.
[git-p4: depot-paths = "//depot/solvespace/": change = 1874]
when I get a mouse moved event with the middle button down before I
got a middle button down event; orig.proj{Right,Up} were invalid.
[git-p4: depot-paths = "//depot/solvespace/": change = 1873]
just applies an offset to the DXF before exporting. Useful enough
to be worth the ugliness, though.
This is the stupid routines from SketchFlat, slightly reworked.
[git-p4: depot-paths = "//depot/solvespace/": change = 1866]
applies to whichever is closer to original position, and angle
constraint, if the two vectors are lines that share an endpoint,
applies to vectors out from that shared point.
[git-p4: depot-paths = "//depot/solvespace/": change = 1863]