Commit Graph

26 Commits (b5c8aade21faf94b5da506e78aa3695aa4bb8105)

Author SHA1 Message Date
Jonathan Westhues 71adc0bf54 Split ratpoly.cpp; now that contains only the mathematical stuff,
and curve.cpp and surface.cpp contain the rest.

Also get rid of the meshError stuff; will just use the nakedEdges
mechanism for that. And I won't run the interference test
continuously, have added a menu item for that.

[git-p4: depot-paths = "//depot/solvespace/": change = 1934]
2009-03-28 22:05:28 -08:00
Jonathan Westhues d4b842a242 Generate additional edges wherever a front- and back-facing
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]
2009-03-17 20:26:04 -08:00
Jonathan Westhues ed9f448398 Oops, need to remap plane face entities when stepping and repeating
shells.

[git-p4: depot-paths = "//depot/solvespace/": change = 1930]
2009-03-15 21:11:06 -08:00
Jonathan Westhues acadc0a918 Many changes:
* Rewrite surface handles in curves, so that Booleans beyond
      the first don't screw up.

    * If an intersection curve is identical to an existing curve
      (as happens when faces are coincident), take the piecewise
      linearization of the existing curve; this stops us from
      screwing up when different shells are pwl'd at different
      chord tols.

    * Hook up the plane faces again.

    * Remove coincident (parallel or anti-parallel) edges from the
      coincident-face edge lists when doing Booleans; those may
      happen if two faces are coincident with ours.

    * Miscellaneous bugfixes.

It doesn't seem to screw up very much now, although tangent edges
(and insufficient pwl resolution) may still cause problems.

[git-p4: depot-paths = "//depot/solvespace/": change = 1929]
2009-03-15 15:04:45 -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 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 bd0e97bad0 Now I can suppress an imported part; so the entities still show up,
but the mesh doesn't get combined. That effectively hides it, good
for looking inside and such.

[git-p4: depot-paths = "//depot/solvespace/": change = 1860]
2008-02-15 03:35:15 -08:00
Jonathan Westhues 1c66dca5ba Assemble polygons from imported groups too; so that lets you draw a
section, import it, and extrude it.

[git-p4: depot-paths = "//depot/solvespace/": change = 1859]
2008-02-13 08:15:33 -08:00
Jonathan Westhues 22b78e4427 Assemble the group polygon ourselves when exporting a DXF; that
lets us export open curves, if the user drew them that way.

Also increase the limits on how many pwls we will generate for a
single curve.

[git-p4: depot-paths = "//depot/solvespace/": change = 1854]
2008-02-10 04:43:48 -08:00
Jonathan Westhues 7b7d2f92e9 Add code to evaluate the volume of a mesh, thanks to the divergence
theorem; it's evaluated as a surface integral over each triangle.

And don't regenerate the emphasized edges unless we have to;
specifically, don't do it when the only dirty group is the
drawing group.

[git-p4: depot-paths = "//depot/solvespace/": change = 1849]
2008-02-07 01:53:52 -08:00
Jonathan Westhues 36870360cb Little stuff: show polygon assembly errors only for draw-in-plane
groups, rename "drawing" groups to "sketch" groups, and keep
assembling even after finding an open curve.

[git-p4: depot-paths = "//depot/solvespace/": change = 1835]
2008-07-13 01:57:46 -08:00
Jonathan Westhues b2f2f90a27 Add DXF export. The complexity comes from all the different ways to
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]
2008-07-07 22:30:13 -08:00
Jonathan Westhues cad77c9c47 Add routines to remove T intersections from the mesh, which are
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]
2008-07-05 23:56:24 -08:00
Jonathan Westhues 3ddd1703b1 Add helical sweeps. These aren't as parametric as I would have
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]
2008-06-23 00:25:17 -08:00
Jonathan Westhues a5189f7f1a Make step and repeats step the mesh, as well as the entities. This
requires new entitiy types for the faces, by translation or by
axis-angle rotation.

[git-p4: depot-paths = "//depot/solvespace/": change = 1802]
2008-06-21 14:49:57 -08:00
Jonathan Westhues 5a22982e05 Add sweeps. The user specifies a trajectory and a section, in two
separate groups. The section is swept normal to the trajectory,
producing a mesh. I'm doing the triangles only now, not copying
over any entities.

Also fix a bug in the PNG export; rows are 4-aligned, so that was
breaking when the width of the image wasn't divisible by four. Also
fix a bug in lathes, where it generated overlapping triangles for
one segment.

And change the groups to record both "this mesh", the contribution
due to the extrude/lathe/whatever, and the "running mesh", that we
get after applying the requested Boolean op between "this mesh" and
the previous group's "running mesh". I'll use that to make step and
repeats step the mesh too.

[git-p4: depot-paths = "//depot/solvespace/": change = 1801]
2008-06-21 02:18:20 -08:00
Jonathan Westhues e67ea9ca0f Add perspective, by a user-specified factor. So I have to apply
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]
2008-06-17 11:12:25 -08:00
Jonathan Westhues 8969687904 Bits and pieces; option to not include original in step translates
and rotates, auto-constrain translates in active workplane, speed
up remap list search with a hash table, other stuff.

[git-p4: depot-paths = "//depot/solvespace/": change = 1786]
2008-06-11 20:36:33 -08:00
Jonathan Westhues d471872830 Add reference dimensions, add user-programmable lighting, and add a
configuration screen where all this can be specified.

[git-p4: depot-paths = "//depot/solvespace/": change = 1783]
2008-06-10 20:22:52 -08:00
Jonathan Westhues 8498a99588 Add preliminary lathe (solid of revolution) support. I'm generating
just the mesh, no derived entities (but I suppose that I could turn
all points into circles).

And fix some bugs where equations didn't get unique IDs, and make
it possible to lock on to the group's workplane automatically, if
you press W while free in 3d with no workplane selected.

[git-p4: depot-paths = "//depot/solvespace/": change = 1780]
2008-06-06 03:35:28 -08:00
Jonathan Westhues 8a0809e6a0 Split some large files.
[git-p4: depot-paths = "//depot/solvespace/": change = 1777]
2008-06-06 00:14:37 -08:00