Fix forcing NURBS to mesh in a step group when the flag is inherited.
Before this commit, if the source group of a step rotate/translate group is forced to triangle mesh, the UI would show that the step rotate/translate group is also forced to triangle mesh, but the group would in fact contain NURBS surfaces.pull/238/head
parent
ecb6550b5c
commit
8fd11f4886
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@ -79,6 +79,8 @@ Bugs fixed:
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spurious changes in the sketch.
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* Points highlighted with "Analyze → Show Degrees of Freedom" are drawn
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on top of all other geometry.
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* A step rotate/translate group using a group forced to triangle mesh
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as a source group also gets forced to triangle mesh.
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2.3
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---
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@ -318,6 +318,23 @@ void Group::TransformImportedBy(Vector t, Quaternion q) {
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SK.GetParam(qz)->val = qg.vz;
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}
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bool Group::IsForcedToMeshBySource() const {
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const Group *srcg = this;
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if(type == Type::TRANSLATE || type == Type::ROTATE) {
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// A step and repeat gets merged against the group's prevous group,
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// not our own previous group.
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srcg = SK.GetGroup(opA);
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if(srcg->forceToMesh) return true;
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}
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Group *g = srcg->RunningMeshGroup();
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if(g == NULL) return false;
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return g->forceToMesh || g->IsForcedToMeshBySource();
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}
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bool Group::IsForcedToMesh() const {
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return forceToMesh || IsForcedToMeshBySource();
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}
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std::string Group::DescriptionString() {
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if(name.empty()) {
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return ssprintf("g%03x-%s", h.v, _("(unnamed)"));
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@ -204,8 +204,14 @@ void Group::GenerateShellAndMesh() {
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srcg = SK.GetGroup(opA);
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if(!srcg->suppress) {
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if(!IsForcedToMesh()) {
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GenerateForStepAndRepeat<SShell>(&(srcg->thisShell), &thisShell, srcg->meshCombine);
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GenerateForStepAndRepeat<SMesh> (&(srcg->thisMesh), &thisMesh, srcg->meshCombine);
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} else {
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SMesh prevm = {};
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prevm.MakeFromCopyOf(&srcg->thisMesh);
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srcg->thisShell.TriangulateInto(&prevm);
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GenerateForStepAndRepeat<SMesh> (&prevm, &thisMesh, srcg->meshCombine);
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}
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}
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} else if(type == Type::EXTRUDE && haveSrc) {
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Group *src = SK.GetGroup(opA);
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@ -317,7 +323,7 @@ void Group::GenerateShellAndMesh() {
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Group *prevg = srcg->RunningMeshGroup();
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if(prevg->runningMesh.IsEmpty() && thisMesh.IsEmpty() && !forceToMesh) {
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if(!IsForcedToMesh()) {
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SShell *prevs = &(prevg->runningShell);
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GenerateForBoolean<SShell>(prevs, &thisShell, &runningShell,
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srcg->meshCombine);
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@ -434,7 +440,7 @@ void Group::GenerateDisplayItems() {
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}
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}
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Group *Group::PreviousGroup() {
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Group *Group::PreviousGroup() const {
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int i;
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for(i = 0; i < SK.groupOrder.n; i++) {
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Group *g = SK.GetGroup(SK.groupOrder.elem[i]);
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@ -444,7 +450,7 @@ Group *Group::PreviousGroup() {
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return SK.GetGroup(SK.groupOrder.elem[i - 1]);
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}
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Group *Group::RunningMeshGroup() {
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Group *Group::RunningMeshGroup() const {
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if(type == Type::TRANSLATE || type == Type::ROTATE) {
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return SK.GetGroup(opA)->RunningMeshGroup();
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} else {
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@ -234,6 +234,8 @@ public:
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void Generate(EntityList *entity, ParamList *param);
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bool IsSolvedOkay();
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void TransformImportedBy(Vector t, Quaternion q);
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bool IsForcedToMeshBySource() const;
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bool IsForcedToMesh() const;
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// When a request generates entities from entities, and the source
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// entities may have come from multiple requests, it's necessary to
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// remap the entity ID so that it's still unique. We do this with a
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@ -271,8 +273,8 @@ public:
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void AssembleLoops(bool *allClosed, bool *allCoplanar, bool *allNonZeroLen);
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void GenerateLoops();
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// And the mesh stuff
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Group *PreviousGroup();
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Group *RunningMeshGroup();
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Group *PreviousGroup() const;
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Group *RunningMeshGroup() const;
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bool IsMeshGroup();
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void GenerateShellAndMesh();
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@ -395,8 +395,7 @@ void TextWindow::ShowGroupInfo() {
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&TextWindow::ScreenChangeGroupOption,
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g->visible ? CHECK_TRUE : CHECK_FALSE);
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Group *pg; pg = g->PreviousGroup();
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if(pg && pg->runningMesh.IsEmpty() && g->thisMesh.IsEmpty()) {
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if(!g->IsForcedToMeshBySource()) {
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Printf(false, " %f%Lf%Fd%s force NURBS surfaces to triangle mesh",
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&TextWindow::ScreenChangeGroupOption,
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g->forceToMesh ? CHECK_TRUE : CHECK_FALSE);
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