and cubics. Also add that to the library interface.
It might have been better to use a single constraint for that,
plus all the line-curve or line-line cases, but it would break
backwards compatibility if I did that now, and perhaps be
confusing with the 'other' member (which is meaningless for
lines) anyways.
[git-p4: depot-paths = "//depot/solvespace/": change = 2141]
one point to be dragged simultaneously. So now a dragged point
drags all the selected points and entities, and a dragged entity
drags its points (except for circles, which drag the radius).
This means that the number of forced points for the solver must now
be unlimited, and it is.
Also add commands to invert the selection within the active group,
and to select an edge chain starting from the current selection.
And redo the context menus a bit; still not great, but less
cluttered and more systematic.
[git-p4: depot-paths = "//depot/solvespace/": change = 2064]
loop), and open-ended splines, with their tangents specified at
their endpoints.
Also change constraint solver matrix size to 1024, on the theory
that a power of two will generate better array indexing, and
replace fabs() with my own function that for some reason is
faster.
[git-p4: depot-paths = "//depot/solvespace/": change = 2055]
surface's domain of u, v in [0, 1]. Cache the starting guess when
projecting a point into a ratpoly surface, to avoid brute force
searching for a good one every time. Split edges even if they
aren't quite inside the trim curve, since the trim boundaries are
pwl, not exact; unnecessary splits won't hurt, but failure to split
when necessary will. Make the triangulation code use a better (but
not perfect) epsilon, to avoid "can't find ear" failures on very
fine meshes.
And turn on compiler optimization! I had somehow forgotten about
that, and it's a ~2x improvement.
[git-p4: depot-paths = "//depot/solvespace/": change = 2026]
a method that works on the piecewise linear segments, and then
refines any intersections that it finds by Newton's method. So now
I support cubics too, and circle-circle intersections, and the code
is much simpler.
[git-p4: depot-paths = "//depot/solvespace/": change = 2012]
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]
the fundamental geometric stuff in XxxBase. Next I hope to make the
constraint solver use only the XxxBase types.
[git-p4: depot-paths = "//depot/solvespace/": change = 1941]
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]
So fix that, and now I can simplify what's exported for an entity.
And add an extra measurement (face-face distance/angle), and some
other little stuff.
[git-p4: depot-paths = "//depot/solvespace/": change = 1789]
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]
up more. Also change from stupid linear search lists to sorted
binary search lists, remove a stupid bug where I double-generated
entities, and don't do the triple drawing of entities (since
offsets on the Z buffer were doing the same job already).
[git-p4: depot-paths = "//depot/solvespace/": change = 1776]
in one place. And remove the ability to disable the solver, since
that's unlikely to be anything but confusing (and in any case, was
badly implemented). This is in preparation for selective solving,
of only the dirty groups.
[git-p4: depot-paths = "//depot/solvespace/": change = 1769]
metadata. And add point-on-face constraints to go with that. Still
needs some cleanup for the user interface.
[git-p4: depot-paths = "//depot/solvespace/": change = 1766]
create a `new' stack-allocated instance of an object; just From,
possibly different versions with different arg types.
[git-p4: depot-paths = "//depot/solvespace/": change = 1763]
part, including all of its entities and the triangle mesh. These
are transformed by a rotation and translation, and appear in the
sketch; the transformation may be set with constraints.
[git-p4: depot-paths = "//depot/solvespace/": change = 1756]
nicely. And to do that, I've added the user interface to show an
edit control in the text window.
[git-p4: depot-paths = "//depot/solvespace/": change = 1749]
so e.g. a new extrude starts in free space, which is likely what
you want. And default to an in-workplane group, and tweak the
display of workplanes.
[git-p4: depot-paths = "//depot/solvespace/": change = 1748]
and in the case of a singular Jacobian, report which constraints
can be removed to fix it. Also a mechanism to hover and select
entities and constraints from the text window.
[git-p4: depot-paths = "//depot/solvespace/": change = 1746]
zero-area triangles, apparently. And make the number of line
segments used to approximate a triangle depend on its scale on
screen.
[git-p4: depot-paths = "//depot/solvespace/": change = 1738]
for that, and storing the triangles instead of rendering them
immediately. Not sure if that's smart; in theory could change from
implementation to implementation, but the results look much better
than I would get myself.
[git-p4: depot-paths = "//depot/solvespace/": change = 1733]
not very well; I'm doing a b-rep, where the boundaries are complex
polygons, and there's too many special cases. I should probably
replace this with a triangle mesh solution.
[git-p4: depot-paths = "//depot/solvespace/": change = 1731]
the coordinate system (x, y, z normal vectors) in the bottom left
corner of the screen at all times, and hide group-created
workplanes except when that group is active, and activate that
workplane when the group is activated.
[git-p4: depot-paths = "//depot/solvespace/": change = 1726]
everything broke; apparently that driver didn't like me continually
destroying and recreating the HPGL context, and it also didn't like
me drawing zero-area polygons for my edges (which seemed like a
good idea, because it let me use glPolygonOffset instead of doing
that by hand). So it now all seems to work again, and faster.
[git-p4: depot-paths = "//depot/solvespace/": change = 1723]
we need something to force the points into plane, and the workplane
supplies that), but otherwise straightforward. And add diameter and
equal radius constraints for the arc.
[git-p4: depot-paths = "//depot/solvespace/": change = 1718]
list, and then adding a new entity to that list, and then looking
at that pointer again. Not okay; the add operation might have
forced a realloc. I have to watch for that.
And add a "distance ratio" constraint, plus a new kind of group
that comes with its own workplane. The workplane is not solved for;
it's generated explicitly in terms of elements that are already
solved.
[git-p4: depot-paths = "//depot/solvespace/": change = 1716]
translation; or equivalently, rotation about an arbitrary axis).
Those will be important for step and repeats, and for imported
parts.
Also fix a terrible memory corruption bug: I was freeing the remap
list after I loaded it from the file, but the code that put that
into the SS.group list made only a shallow copy.
[git-p4: depot-paths = "//depot/solvespace/": change = 1715]
constraints work mod 180 degrees, so that it snaps to however the
workplane was drawn (more vertical vs. more horizontal).
[git-p4: depot-paths = "//depot/solvespace/": change = 1714]
constraints. And generate the constraint equations for entities
(e.g., that our unit quaternions have magnitude one). Numerical
troubles there, but it sort of works. Also some stuff to draw
projection lines with projected constraints, and to auto-insert
more constraints as you draw.
[git-p4: depot-paths = "//depot/solvespace/": change = 1711]
remap when I copy circle entities, in order to make the radius
numerical somehow (analogy with the POINT_ and NORMAL_XFRMD) thing.
[git-p4: depot-paths = "//depot/solvespace/": change = 1710]
segments), add the toggle construction command, and color the lines
differently depending on what group you're in.
Also change dynamic memory stuff to use a Win32 heap for everything
(no malloc), and validate that often. I think I've seen it crash,
though I can't reproduce it.
[git-p4: depot-paths = "//depot/solvespace/": change = 1708]
hadn't previously noticed, because I didn't use to have workplanes
with non-zero offsets. And clean up the interface to normals a bit.
[git-p4: depot-paths = "//depot/solvespace/": change = 1707]
workplanes. And fix up our polygon normals, so that everything gets
shaded correctly (and so that later we can generate our STL files
with correct normals).
[git-p4: depot-paths = "//depot/solvespace/": change = 1706]
vectors", represented by unit quaternions. This permits me to add
circles, where the normal defines the plane of the circle.
Still many things painful. The interface for editing normals is not
so intuitive, and it's not yet clear how I would e.g. export a
circle entity and recreate it properly, since that entity has a
param not associated with a normal or point.
And the transformed points/normals do not yet support rotations.
That will be necessary soon.
[git-p4: depot-paths = "//depot/solvespace/": change = 1705]
diagonal elements of the matrix summed to -1. Now it's ugly, but I
think that it's correct. And add a command to flip the view to the
other side, which is what started my problems. And tweak display of
H and V and M for constraints: put them in the constraint plane, so
that they're stationary as you rotate around.
[git-p4: depot-paths = "//depot/solvespace/": change = 1704]
faces of the polyhedron. And shade the faces when I draw them, and
fix up our projection matrix so that the depth testing works
properly.
[git-p4: depot-paths = "//depot/solvespace/": change = 1703]
the point that's being dragged first, to guarantee that that one
gets the max possible degrees of freedom. The sort code (sort a
list of integers, then apply the permutations by swaps) was more
painful than it should have been.
[git-p4: depot-paths = "//depot/solvespace/": change = 1700]
foreground and background colours are now specified separately, and
it's possible to insert half-line spaces. So now I have a window
that lets me show/hide groups, and select the active one.
[git-p4: depot-paths = "//depot/solvespace/": change = 1695]