d6d198ee40
a grid of quads, with adaptive spacing. The quads that lie entirely within the trim polygon are triangulated and knocked out from the polygon, and then the polygon is triangulated. That works okay, though rather slow. But there are issues with surfaces of revolution that touch the axis, since they end up with a singularity. That will require some thought. [git-p4: depot-paths = "//depot/solvespace/": change = 1951] |
||
---|---|---|
.. | ||
boolean.cpp | ||
curve.cpp | ||
ratpoly.cpp | ||
surface.cpp | ||
surface.h | ||
surfinter.cpp | ||
triangulate.cpp |