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]
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]
we're inconsistent (singular Jacobian). That's slow, so we should
provide a library interface to disable it.
[git-p4: depot-paths = "//depot/solvespace/": change = 1946]
little test app that links against it. I still need to polish a few
things, but this is more or less as it should be.
[git-p4: depot-paths = "//depot/solvespace/": change = 1944]
tables from SolveSpace to their own class. This is intended to
simplify use of the constraint solver in a library.
[git-p4: depot-paths = "//depot/solvespace/": change = 1942]
cubics, so add routines to approximate a rational Bezier of any
degree in that form. And use those for EPS and SVG when applicable,
so now even stuff like ellipses gets exported smooth.
[git-p4: depot-paths = "//depot/solvespace/": change = 1938]
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]
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]
triangle join. And add controls to show and hide the solid model
edges (independently of the shaded mesh), and to suppress the
shaded triangles from SVG/EPS output.
[git-p4: depot-paths = "//depot/solvespace/": change = 1932]
export. So I calculate lighting for each triangle in the mesh, make
a BSP, and then traverse it in-order and output those as SVG or
EPS. And I test edges against the mesh, removing those portions of
the edge that overlap a triangle in front of them (using the
kd-tree to accelerate).
[git-p4: depot-paths = "//depot/solvespace/": change = 1931]
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]
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]
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]
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]
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]
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]
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]
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]
linear segments to generate, irrespective of the chord tolerance.
That used to be hard-coded, and it needs to be small enough to
avoid lags while working interactively, but I also need to export
fine geometry.
[git-p4: depot-paths = "//depot/solvespace/": change = 1857]
some magic numbers. This would be trivial to break, but still more
difficult than patching the binary to skip the check...
[git-p4: depot-paths = "//depot/solvespace/": change = 1853]
on the number of pieces that we know how to reassemble is even
stupider. Now dynamically allocated.
[git-p4: depot-paths = "//depot/solvespace/": change = 1837]
based on a chord tolerance. And rewrite the pwl circles to work
against a chord tolerance too (which they really were doing before,
but in funny units).
Also make "assemble" combine type do a union after interference
checking; was previously just copying, which meant that coplanar
faces could break subsequent operations.
And make right-clicking effectively toggle shift key, instead of
forcing it on; so you can pan or rotate with either right or middle
button.
[git-p4: depot-paths = "//depot/solvespace/": change = 1829]
all coordinates are divided by that number as we export.
And add functions to store a float in the registry. I'm using those
for the scale factor, and also to replace the crazy scaled integers
that I was using for light positions etc. before.
[git-p4: depot-paths = "//depot/solvespace/": change = 1824]
specify the plane from which we want to grab the triangles. Shared
edges are then removed with the same code used to check for
watertight meshes, and the remaining edges are assembled into
polygons.
[git-p4: depot-paths = "//depot/solvespace/": change = 1823]
introduced by the bsp routines. It's usually, though not always,
possible to generate a watertight mesh. The occasions where it's
not look ugly, floating point issues, no quick fix.
And use those to generate a list of edges where two different faces
meet, which I can emphasize for cosmetic reasons (and some UI to
specify whether to do that, and with what color).
And make the right mouse button rotate the model, since that was
previously doing nothing.
[git-p4: depot-paths = "//depot/solvespace/": change = 1821]
version of the code from SketchFlat, with all arbitrary limits
removed.
The TTF text is its own entity, and that entity includes the
font file basename and the text. That's an extra 128 bytes in the
entity, which is around a 50% increase, kind of a shame. It was
simple, though.
[git-p4: depot-paths = "//depot/solvespace/": change = 1814]
that to try to find them if we can't find them by absolute path.
This is intended to make everything still work if you copy an
entire directory tree of files that import each other.
Also add a mechanism to not paint the scene if we're not sure it's
consistent; otherwise got some crashes on startup. And disable both
text and graphic window when displaying a modal dialog, wasn't
doing that always.
[git-p4: depot-paths = "//depot/solvespace/": change = 1808]
liked, but my more parametric attempts were very difficult to use.
The pitch (both axial and radial) gets specified by typing a
distance in a textbox.
[git-p4: depot-paths = "//depot/solvespace/": change = 1804]
that perspective in the gl matrices, and also everywhere that I
check mouse pointer positions against the model, and for the zoom
to fit.
[git-p4: depot-paths = "//depot/solvespace/": change = 1796]