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boundary points, at least. That required some changes to what gets passed around (for example because to project a point onto this inexact curve, we need to know which two surfaces it trims so that we can do a Newton's method on them). And fix stupidity in the way that I calculated edge normals; I just did normal in uv space, and there's no particular reason why that would be normal in xyz. So edges in long skinny surfaces failed, for example. [git-p4: depot-paths = "//depot/solvespace/": change = 1990] |
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boolean.cpp | ||
curve.cpp | ||
merge.cpp | ||
ratpoly.cpp | ||
surface.cpp | ||
surface.h | ||
surfinter.cpp | ||
triangulate.cpp |