Commit Graph

74 Commits (a2a78b923f1b73c5c3cfa7a8e5e87a7760e37147)

Author SHA1 Message Date
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
Jonathan Westhues d0ab8270d9 Fix stupidity in Point2d::DistanceToLine, and classify line
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]
2009-02-01 05:01:28 -08:00
Jonathan Westhues 9ffe95ea65 More work on Booleans. This works only for planes, and only for
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]
2009-01-31 21:13:43 -08:00
Jonathan Westhues 715a554637 So that's why projection into the surface kept failing; was using
the magnitude of the wrong derivative! Fix that, good.

[git-p4: depot-paths = "//depot/solvespace/": change = 1908]
2009-01-27 01:22:18 -08:00
Jonathan Westhues a754018a44 More poking at Booleans; generate the unsplit intersection curves
for planes against planes.

[git-p4: depot-paths = "//depot/solvespace/": change = 1907]
2009-01-26 23:59:58 -08:00
Jonathan Westhues 95bded27ee Add eps, hpgl, and svg output (simple, all just for polylines). And
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]
2009-01-26 21:48:40 -08:00
Jonathan Westhues 07ddd62a3a Preparatory work for Boolean. Make the u and v coordinates of the
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]
2009-01-25 03:52:29 -08:00
Jonathan Westhues 2e4ec6dd04 Add sin and cos to the expression entry (for dimensions etc.), with
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]
2009-01-25 01:19:59 -08:00
Jonathan Westhues bb4b767e99 Tear everything apart, moving away from meshes and toward shells.
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]
2009-01-22 19:30:30 -08:00
Jonathan Westhues 6d7954e167 Fix an issue with edge intersection testing: if a vertex from edge
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]
2009-01-22 02:02:46 -08:00
Jonathan Westhues 7cf3a06274 A very rough set of routines to triangulate by ear clipping. This
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]
2009-01-20 21:04:38 -08:00
Jonathan Westhues ebca6130ec Early attempts at rational polynomial surfaces. I can create one
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]
2009-01-19 02:37:10 -08:00
Jonathan Westhues 25ed4e1ef1 SPolyCurve (i.e., polynomial curve) vs. SPolygon got too confusing;
let's call those Beziers instead.

[git-p4: depot-paths = "//depot/solvespace/": change = 1898]
2009-01-18 19:51:00 -08:00
Jonathan Westhues 0e623c90c0 Generate the group's polygon from the exact curves, not from edges;
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]
2009-01-18 19:33:15 -08:00
Jonathan Westhues 7a874c20c0 Remove old sweep/helical sweep code for meshes, and add some
untested stuff to start making exact surface shells.

[git-p4: depot-paths = "//depot/solvespace/": change = 1896]
2009-01-16 21:28:49 -08:00
Jonathan Westhues f904c0fbee Entities now generate rational polynomial curves instead of
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]
2009-01-14 19:55:42 -08:00
Jonathan Westhues b8da4ed2b3 Split export DXF command into export section and export view, and
add framework for additional vector output formats (ps, pdf).

[git-p4: depot-paths = "//depot/solvespace/": change = 1893]
2009-01-13 21:10:42 -08:00
Jonathan Westhues 995e9397a8 Tolerate files with \r characters in them; we would never write
such a file, but mailers might mangle them.

[git-p4: depot-paths = "//depot/solvespace/": change = 1891]
2009-01-10 00:18:54 -08:00