a mesh than that's a copy, and if we're working with a shell then
it's the shell's triangulation.
[git-p4: depot-paths = "//depot/solvespace/": change = 1957]
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]
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]
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]
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]
trimmed line), and plane-line intersection. Terminate the Bezier
surface subdivision on a chord tolerance, and that seems okay now.
And print info about the graphics adapter in the text window, could
be useful.
Also have a cylinder-detection routine that works; should special
case those surfaces in closed form since they are common, but not
doing it yet.
[git-p4: depot-paths = "//depot/solvespace/": change = 1928]
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]
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]
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]
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]
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]
And fix a bug; wasn't asking the user whether to save before
abandoning file when a new file was opened recent.
[git-p4: depot-paths = "//depot/solvespace/": change = 1830]
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]
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]