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]
case where you bolt a triangle onto a convex poly, and both
remaining edges of the tri are coincident with the neighbours from
the poly. That was a big source of zero-area triangles.
And tweak some colors a bit.
[git-p4: depot-paths = "//depot/solvespace/": change = 1758]
csg ops; so the union of a red part and a blue part has both red
and blue faces. And some user interface to pick the color in the
text window.
The metadata also include a face, which will be an entity; I can
use that to constrain against. But none of that is yet implemented.
[git-p4: depot-paths = "//depot/solvespace/": change = 1757]
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]
triangle list before adding to the BSP, and check if a point in
plane lies in multiple triangles and choose the one with the
biggest normal magnitude (i.e., area) when testing normal
direction.
[git-p4: depot-paths = "//depot/solvespace/": change = 1745]
implement that. Also make solver work only between the first and
last visible group; earlier can just work from previous solve
result, and later don't matter.
There's some issues with the csg code; it will eventually produce
an open mesh, which is very bad. Not sure whether that's a logic
bug, or a numerical issue; still generating absurd triangles pretty
routinely.
[git-p4: depot-paths = "//depot/solvespace/": change = 1741]
polygon, not just triangles. This helps to avoid needless
splitting. Also test if an entire triangle got inserted in multiple
pieces; if yes, back things out, and just insert the triangle.
Also remove the extra partition stuff, since it didn't seem to help
consistently, and this does.
Still could do some better merging, in the case where an inserted
triangle does not get fully inserted, but we can find a better
triangulation than what the BSP naturally gives.
[git-p4: depot-paths = "//depot/solvespace/": change = 1739]
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]
while building it. That may improve performance, by building a more
balanced tree and actually reducing splitting. Not dramatic
improvements, though; half the triangles for some parts, but no
change or slightly worse for others.
[git-p4: depot-paths = "//depot/solvespace/": change = 1737]
set of coplanar faces. The polygon count still gets stupid fast;
I'm thinking I can fix that by adding some extra test planes at the
top of the 3d BSP, to quickly cull out stuff that doesn't intersect
us.
[git-p4: depot-paths = "//depot/solvespace/": change = 1736]
a triangle mesh in a BSP. That works, although it splits too often,
the initial triangulations are not good quality, and coplanar faces
are not yet handled. I'll do the coplanar thing tomorrow.
[git-p4: depot-paths = "//depot/solvespace/": change = 1735]