Go to file
EvilSpirit 89eb208660 Use a separate value of chord tolerance for exporting.
Before this commit, a single chord tolerance was used for both
displaying and exporting geometry. Moreover, this chord tolerance
was specified in screen pixels, and as such depended on zoom level.
This was inconvenient: exporting geometry with a required level of
precision required awkward manipulations of viewport. Moreover,
since some operations, e.g. mesh watertightness checking, were done
on triangle meshes which are generated differently depending on
the zoom level, these operations could report wildly different
and quite confusing results depending on zoom level.

The chord tolerance for display and export pursue completely distinct
goals: display chord tolerance should be set high enough to achieve
both fast regeneration and legible rendering, whereas export chord
tolerance should be set to match the dimension tolerance of
the fabrication process.

This commit introduces two distinct chord tolerances: a display
and an export one. Both chord tolerances are absolute and expressed
in millimeters; this is inappropriate for display purposes but
will be fixed in the next commits.

After exporting, the geometry is redrawn with the chord tolerance
configured for the export and an overlay message is displayed;
pressing Esc clears the message and returns the display back to
normal.
2016-02-13 16:16:47 +00:00
cmake Rewrite ttf2c to use GNU Unifont and merge with pngchar2c.pl. 2015-12-29 11:15:50 +08:00
debian Build Debian packages with debug symbols. 2016-01-13 06:45:17 +00:00
exposed Replace all ZERO and memset with C++11 brace-initialization. 2016-01-13 06:45:16 +00:00
extlib Update libpng to 1.6.20. 2015-12-26 14:07:11 +08:00
include Add a new length-difference constraint. 2015-12-28 21:37:07 +08:00
src Use a separate value of chord tolerance for exporting. 2016-02-13 16:16:47 +00:00
tools Use size_t for indexing where appropriate. 2016-02-12 05:26:26 +00:00
.gitattributes Added a .gitattributes file 2013-11-19 18:17:55 -05:00
.gitignore Build Debian packages with debug symbols. 2016-01-13 06:45:17 +00:00
.gitmodules Make in-tree zlib more robust. 2015-12-28 21:37:06 +08:00
.travis.yml Build Debian packages with debug symbols. 2016-01-13 06:45:17 +00:00
CMakeLists.txt Define _SCL_SECURE_NO_WARNINGS on Windows. 2016-02-12 05:00:29 +00:00
COPYING.txt Changes in preparation for the release of SolveSpace under the GPL, 2013-07-28 14:08:34 -08:00
README.md Remove mention of Launchpad PPA from README. 2016-02-10 12:06:30 +00:00
appveyor.yml Rewrite ttf2c to use GNU Unifont and merge with pngchar2c.pl. 2015-12-29 11:15:50 +08:00
wishlist.txt Make oops() calls exit instead of entering debugger by default, 2011-03-05 12:52:57 -08:00

README.md

SolveSpace

This repository contains the official repository of SolveSpace.

Installation

Mac OS X (>=10.6 64-bit), Debian (>=jessie) and Ubuntu (>=trusty)

Binary packages for Mac OS X and Debian derivatives are available via GitHub releases.

Other systems

See below.

Building on Linux

Building for Linux

You will need CMake, libpng, zlib, json-c, fontconfig, gtkmm 2.4, pangomm 1.4, OpenGL and OpenGL GLU. On a Debian derivative (e.g. Ubuntu) these can be installed with:

apt-get install libpng12-dev libjson-c-dev libfontconfig1-dev \
                libgtkmm-2.4-dev libpangomm-1.4-dev libgl-dev libglu-dev \
                libglew-dev cmake

After that, build SolveSpace as following:

mkdir cbuild
cd cbuild
cmake ..
make
sudo make install

A fully functional port to GTK3 is available, but not recommended for use due to bugs in this toolkit.

Building for Windows

You will need CMake, a Windows cross-compiler, and Wine with binfmt support. On a Debian derivative (e.g. Ubuntu) these can be installed with:

apt-get install cmake mingw-w64 wine-binfmt

Before building, check out the submodules:

git submodule update --init

After that, build 32-bit SolveSpace as following:

mkdir cbuild
cd cbuild
cmake -DCMAKE_TOOLCHAIN_FILE=../cmake/Toolchain-mingw32.cmake ..
make solvespace

Or, build 64-bit SolveSpace as following:

mkdir cbuild
cd cbuild
cmake -DCMAKE_TOOLCHAIN_FILE=../cmake/Toolchain-mingw64.cmake ..
make solvespace

The application is built as cbuild/src/solvespace.exe.

Space Navigator support will not be available.

Building on Mac OS X

You will need XCode tools, CMake and libpng. Assuming you use homebrew, these can be installed with:

brew install cmake libpng

XCode has to be installed via AppStore; it requires a free Apple ID.

After that, build SolveSpace as following:

mkdir cbuild
cd cbuild
cmake ..
make

The app bundle is built in cbuild/src/solvespace.app.

Building on Windows

You will need cmake and Visual C++.

GUI build

Check out the git submodules. Create a directory build in the source tree and point cmake-gui to the source tree and that directory. Press "Configure" and "Generate", then open build\solvespace.sln with Visual C++ and build it.

Command-line build

First, ensure that git and cl (the Visual C++ compiler driver) are in your %PATH%; the latter is usually done by invoking vcvarsall.bat from your Visual Studio install. Then, run the following in cmd or PowerShell:

git submodule update --init
mkdir build
cd build
cmake .. -G "NMake Makefiles"
nmake

MSVC build

It is also possible to build SolveSpace using MinGW, though Space Navigator support will be disabled.

First, ensure that git and gcc are in your $PATH. Then, run the following in bash:

git submodule update --init
mkdir build
cd build
cmake ..
make

License

SolveSpace is distributed under the terms of the GPL3 license.