Compare commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
459e51a666 | ||
|
|
c1fe6e74b4 | ||
|
|
92d30fbc55 | ||
|
|
3384daa6bc | ||
|
|
6842d9c778 | ||
|
|
1a5bc8982d | ||
|
|
8aa5b1130a | ||
|
|
ba361d9882 | ||
|
|
2a9cb32c1f | ||
|
|
059e171954 | ||
|
|
d849b30906 | ||
|
|
865e9963c3 | ||
|
|
c278de3b10 | ||
|
|
35a4d941b8 | ||
|
|
e1da47a72b | ||
|
|
c03f4925a9 | ||
|
|
ffbbd62355 | ||
|
|
0028e65763 | ||
|
|
e493289b62 | ||
|
|
bd4306e8f8 | ||
|
|
9abad9619d | ||
|
|
2d1e6d5b96 | ||
|
|
09184ac5a4 | ||
|
|
315df5750f | ||
|
|
1e39a36a25 | ||
|
|
36ebe0cde5 | ||
|
|
7c0a3ab916 | ||
|
|
31e7dc0845 | ||
|
|
1e4489eb16 | ||
|
|
5d49423faa | ||
|
|
4da478c7ad | ||
|
|
e727caed18 | ||
|
|
d58c3b0d89 | ||
|
|
0eb6e6814e | ||
|
|
9590d71fd9 | ||
|
|
afaa94b3bf | ||
|
|
b5022dd454 | ||
|
|
7cbea5f454 | ||
|
|
a46e29c21e | ||
|
|
ea49b4851e | ||
|
|
6fcfe6a675 | ||
|
|
6f62fe374c | ||
|
|
75b6175988 | ||
|
|
f6514b798a | ||
|
|
b910857c18 | ||
|
|
8a254eb23f | ||
|
|
2fcf2222b6 | ||
|
|
7ee64d83bb | ||
|
|
d8ca9aa3b3 | ||
|
|
d65f97a535 | ||
|
|
ae38570562 | ||
|
|
7766c2e003 | ||
|
|
517286c93d | ||
|
|
14ee1e3d3a | ||
|
|
c4a19bff1d | ||
|
|
4504f315ee | ||
|
|
56092f0367 | ||
|
|
944f01c68a | ||
|
|
b3216b7f6a | ||
|
|
9a2eadf9cc | ||
|
|
3f5faa75a7 | ||
|
|
1b029ff8fa | ||
|
|
0a543644ef | ||
|
|
7fd12ed1ee | ||
|
|
9327e7770b | ||
|
|
c5bbb6e031 | ||
|
|
6e88ad7f52 | ||
|
|
3023ca0d38 | ||
|
|
61b503ca3a | ||
|
|
e46eecc716 | ||
|
|
d3485e8b63 | ||
|
|
5baefd8a4e | ||
|
|
c9dbf6fdbd | ||
|
|
b3963b2a49 | ||
|
|
2f05dbf577 | ||
|
|
cfde702d09 | ||
|
|
211dd7daaa | ||
|
|
303efacec0 | ||
|
|
ae7bf43fde | ||
|
|
8f853c0e22 | ||
|
|
7aef3d1215 | ||
|
|
cef6527f9d | ||
|
|
734dc1f9ac | ||
|
|
533b68ed9f | ||
|
|
30b3666c47 | ||
|
|
19277f44ad | ||
|
|
e9b9a79815 | ||
|
|
3baec9cf2b | ||
|
|
b4aa57fe2c | ||
|
|
2159ab3f6d | ||
|
|
56561242a7 | ||
|
|
b5ae632bd7 | ||
|
|
a0430631b8 | ||
|
|
f3d197c4ca | ||
|
|
78f873a27f | ||
|
|
bc28052245 | ||
|
|
f802208d4c | ||
|
|
45d10341c1 | ||
|
|
8bf80a2a46 | ||
|
|
60c03e706a | ||
|
|
08fa489335 | ||
|
|
4a48fc770d | ||
|
|
2ae1e09dc2 | ||
|
|
ae45d7b78a | ||
|
|
cb4a90402f | ||
|
|
e4c570a7b7 | ||
|
|
ca52c08317 | ||
|
|
3aa48abcb7 | ||
|
|
faa0d9a44a | ||
|
|
8434223f96 | ||
|
|
b753cf2216 | ||
|
|
7b98433dd7 | ||
|
|
0df1424101 | ||
|
|
23b6020344 | ||
|
|
d9f679d154 | ||
|
|
5cae3337a7 | ||
|
|
39bfceca6d | ||
|
|
219cddf40e | ||
|
|
129b612af5 | ||
|
|
61d2d4355a | ||
|
|
ab023f3f6d | ||
|
|
9f1722ed3b | ||
|
|
8247514ae2 | ||
|
|
00f55639d3 | ||
|
|
68d754d946 | ||
|
|
dc5a48bdfd | ||
|
|
05083bb6ab | ||
|
|
a393b21642 | ||
|
|
a7c8dcc58d | ||
|
|
3514249197 | ||
|
|
7f2598d0d6 |
@@ -1301,6 +1301,54 @@ if (WIN32)
|
||||
endif()
|
||||
set(CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS_SKIP TRUE)
|
||||
include(InstallRequiredSystemLibraries)
|
||||
|
||||
# CMake 3.31 does not recognize the v145 toolset shipped with VS 2026.
|
||||
# The Windows ARM64 build is pinned to CMake 3.31 for its assembler
|
||||
# support, so the runtime collector can leave this list without the CRT.
|
||||
# Pick up the target-architecture redistributable directly in that case.
|
||||
if (CMAKE_SYSTEM_PROCESSOR STREQUAL "ARM64")
|
||||
set(_orca_has_msvcp140 FALSE)
|
||||
set(_orca_has_vcruntime140 FALSE)
|
||||
foreach (_runtime IN LISTS CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS)
|
||||
get_filename_component(_runtime_name "${_runtime}" NAME)
|
||||
if (_runtime_name STREQUAL "msvcp140.dll")
|
||||
set(_orca_has_msvcp140 TRUE)
|
||||
elseif (_runtime_name STREQUAL "vcruntime140.dll")
|
||||
set(_orca_has_vcruntime140 TRUE)
|
||||
endif ()
|
||||
endforeach ()
|
||||
|
||||
if (NOT _orca_has_msvcp140 OR NOT _orca_has_vcruntime140)
|
||||
file(GLOB _orca_arm64_crt_dirs
|
||||
"$ENV{ProgramFiles}/Microsoft Visual Studio/*/*/VC/Redist/MSVC/*/arm64/Microsoft.VC*.CRT")
|
||||
if (NOT _orca_arm64_crt_dirs)
|
||||
message(FATAL_ERROR
|
||||
"CMake did not collect the ARM64 MSVC runtime, and no ARM64 CRT redistributable directory was found.")
|
||||
endif ()
|
||||
# Multiple Visual Studio servicing versions can coexist; take the
|
||||
# newest matching redistributable directory.
|
||||
list(SORT _orca_arm64_crt_dirs ORDER DESCENDING)
|
||||
list(GET _orca_arm64_crt_dirs 0 _orca_arm64_crt_dir)
|
||||
file(GLOB _orca_arm64_crt_dlls "${_orca_arm64_crt_dir}/*.dll")
|
||||
list(APPEND CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS ${_orca_arm64_crt_dlls})
|
||||
endif ()
|
||||
|
||||
# Catch a bad VS layout or an incomplete redistributable before CPack
|
||||
# can silently emit an installer that fails on a clean ARM64 machine.
|
||||
set(_orca_has_msvcp140 FALSE)
|
||||
set(_orca_has_vcruntime140 FALSE)
|
||||
foreach (_runtime IN LISTS CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS)
|
||||
get_filename_component(_runtime_name "${_runtime}" NAME)
|
||||
if (_runtime_name STREQUAL "msvcp140.dll")
|
||||
set(_orca_has_msvcp140 TRUE)
|
||||
elseif (_runtime_name STREQUAL "vcruntime140.dll")
|
||||
set(_orca_has_vcruntime140 TRUE)
|
||||
endif ()
|
||||
endforeach ()
|
||||
if (NOT _orca_has_msvcp140 OR NOT _orca_has_vcruntime140)
|
||||
message(FATAL_ERROR "The ARM64 installer must contain msvcp140.dll and vcruntime140.dll.")
|
||||
endif ()
|
||||
endif ()
|
||||
install (PROGRAMS ${CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS} DESTINATION ".")
|
||||
elseif (SLIC3R_FHS)
|
||||
# CMAKE_INSTALL_FULL_DATAROOTDIR: read-only architecture-independent data root (share)
|
||||
|
||||
@@ -0,0 +1,581 @@
|
||||
# Texture Displacement - Technical Notes
|
||||
|
||||
Branch: `feature/texture_displacement`. Reference for the feature as it stands: what it does, how the
|
||||
algorithms work, and where the code lives.
|
||||
|
||||
## What it does
|
||||
|
||||
A paint-style gizmo (`GLGizmoTextureDisplacement`) that lets you:
|
||||
- Paint one or more "layers" onto a model's surface, each a height-map texture with its own
|
||||
depth/tiling/rotation/offset/invert/tile-mode/projection-mode/blend-mode.
|
||||
- Pick a texture from a shipped library (`resources/textures/displacement/`) or import your own
|
||||
(saved into `<data_dir>/textures/displacement/`, kept separate so app updates can't clobber it).
|
||||
- Combine overlapping layers with image-editor-style blend modes (Add/Subtract/Multiply/Divide).
|
||||
- Preview the true displaced result live, before baking (background job, not on the UI thread).
|
||||
- Preview via a fast GPU shader instead (no real geometry movement) for a lighter-weight alternative.
|
||||
- Bake into real mesh geometry on demand, restricted to the painted area only.
|
||||
- Remesh and subdivide so a low-poly model has enough vertices to show fine detail.
|
||||
- Unwrap a painted patch with a real CGAL LSCM parameterization and view it in a dedicated,
|
||||
dockable 2D "UV Editor" pane.
|
||||
|
||||
## Standard vs Pro mode
|
||||
|
||||
A two-position slider in the panel header, right of the Dock/Undock button.
|
||||
|
||||
**Pro** shows every mesh-preparation control; Remesh, Subdivide and Bake are run separately by the user,
|
||||
in whatever order they like.
|
||||
|
||||
**Standard** hides all of it and folds one fixed recipe into the Bake button, because a height map only
|
||||
ever *moves vertices that already exist* - painting onto an imported 12-triangle box and pressing Bake
|
||||
would otherwise do nothing visible. Standard's Bake is:
|
||||
|
||||
1. `plan_remesh()` + `replace_mesh_keep_all_paint()` - isotropic remesh to 1 mm, sharp edges above 40
|
||||
degrees protected. Gives the subdivider an even starting density whatever the input looked like.
|
||||
2. `plan_adaptive_subdivision()` + `apply_adaptive_subdivision()` - feature-adaptive refinement, max
|
||||
edge 20 mm, detail 0.02 mm, min edge 0.02 mm.
|
||||
3. `bake()` - the ordinary background displacement job.
|
||||
|
||||
Both preparation stages are *planned* before the undo snapshot and *applied* after it, so a stage with
|
||||
nothing to do is skipped without leaving an empty undo step. The standalone Pro buttons share the same
|
||||
plan/apply split.
|
||||
|
||||
**All three stages sit under one undo step.** `Plater::take_snapshot()` records the state *before* the
|
||||
change, so a single snapshot taken at the top of `bake_standard()` means one Undo returns the mesh to
|
||||
exactly what was imported. `TextureDisplacementBakeInput::take_snapshot` lets the caller say who owns
|
||||
the undo step - true for the Pro-mode button, false for the pipeline, whose background job commits long
|
||||
after that snapshot's scope has closed.
|
||||
|
||||
The presets live in one place (`STD_*` constants) and `apply_standard_mode_presets()` pins the hidden
|
||||
controls to them every frame while Standard is active, so the live preview cannot disagree with what
|
||||
Bake will do. Switching to Standard also closes the subdivision preview, whose controls have just gone.
|
||||
|
||||
One control survives into Standard: **"Added triangles (k)"**, the subdivision budget. It is deliberately
|
||||
*not* pinned - pinning would fight the user's own slider every frame - because unlike the rest of the
|
||||
recipe its right value depends on the part rather than on the method (a big model, or a fine texture,
|
||||
simply needs more triangles). Default 1500. The widget is one lambda shared by both layouts.
|
||||
|
||||
Standard remeshes *after* painting, so the remesh has to preserve paint: `ModelVolume::restore_painting()`
|
||||
only remaps the four standard channels, so `replace_mesh_keep_all_paint()` additionally runs
|
||||
`TriangleSelector::remap_painting()` over the eight texture-displacement masks. The Pro Remesh button
|
||||
goes through the same helper. If the remap comes back empty the pipeline stops with a message rather
|
||||
than baking a flat mesh.
|
||||
|
||||
## Architecture
|
||||
|
||||
### Data model (per `ModelVolume`)
|
||||
|
||||
Each of up to `TEXTURE_DISPLACEMENT_MAX_LAYERS` (8) layers gets its **own independent
|
||||
`FacetsAnnotation`** paint mask - the same `TriangleSelector`/`FacetsAnnotation` machinery every other
|
||||
paint gizmo (FdmSupports, Seam, MMU, FuzzySkin) already uses, just one full instance per layer slot
|
||||
instead of one per volume. This is what makes layered/blended painting work for free: the same triangle
|
||||
can be `ENFORCER` in layer 2's mask and layer 5's mask simultaneously, and at bake/preview time each
|
||||
layer displaces the surface left by the previous one (image-editor-layer semantics).
|
||||
|
||||
Whole-stack settings (border handling, post-process smoothing) live beside the layers in
|
||||
`texture_displacement_options` (`TextureDisplacementOptions`), since they belong to no single layer.
|
||||
|
||||
### Bake algorithm (`libslic3r/TextureDisplacement.cpp`)
|
||||
|
||||
`build_texture_displacement(base_mesh, layers, facets_data, options)` is **accumulate-then-displace,
|
||||
and topology-preserving**: the returned mesh has exactly the input's vertices and triangles, in the
|
||||
same order - only the positions of displaced vertices differ.
|
||||
|
||||
1. `its_compactify_vertices()` on a copy of the input. In practice a no-op (it only drops
|
||||
*unreferenced* vertices, and preserves the order and indices of the rest). It is there to
|
||||
guarantee the index alignment step 3 depends on.
|
||||
2. Area-weighted vertex normals of the **undisplaced** mesh, computed once. Every layer both projects
|
||||
and displaces along these, so a vertex covered by several layers moves along one single well-defined
|
||||
direction. Where the paint does *not* cover every triangle around a vertex, the normal is recomputed
|
||||
from the painted triangles alone (the union over all layers, so it stays one direction per vertex):
|
||||
on the rim of a fully painted top face the whole-mesh normal is the 45-degree bisector it shares with
|
||||
the side wall, and displacing along that flares the rim outwards instead of raising it. Interior
|
||||
vertices are unaffected - all their triangles are painted, so the two normals coincide. Paint
|
||||
coverage per original triangle comes straight off `TriangleSplittingData::triangles_to_split`.
|
||||
3. For each layer in slot order: deserialize its stored paint mask into a `TriangleSelector` against
|
||||
the **base mesh** (never against a previous layer's output), then
|
||||
`selector.get_facets_strict(ENFORCER)` -> the painted patch. Two facts are exploited:
|
||||
- `get_facets_strict()` returns the mesh's **entire** referenced vertex array regardless of which
|
||||
state was asked for - only `.indices` is filtered by state. So `get_facets_strict(ENFORCER)`
|
||||
and `get_facets_strict(NONE)` share identical vertex indexing, which is what lets boundary
|
||||
detection be a plain index check instead of a position-hash lookup.
|
||||
- The selector's vertex array *starts with* the mesh's own vertices (extra ones created where a
|
||||
brush stroke split a triangle are appended after them), and `get_facets_strict()` emits the
|
||||
referenced ones in order. Combined with step 1, **selector vertex index `i` is our vertex `i`**.
|
||||
Split vertices live past the end of our array and are simply skipped - they sit on the paint
|
||||
boundary anyway (splitting only happens at partial coverage).
|
||||
4. A vertex used by at least one **unpainted** triangle is a border vertex. Whether it moves is
|
||||
`TextureDisplacementOptions::displace_border`, and it does by default. Nothing can tear: the bake is
|
||||
topology-preserving, so a border vertex is *one* vertex shared by both regions and moving it simply
|
||||
tilts the unpainted triangles that use it. Pinning it instead clamps the outermost ring of relief to
|
||||
zero, which on a fully painted face collapses the pattern into a ring of steep ramps at the edge; it
|
||||
is kept as an option for when the relief must not spill past the paint at all. Either way the border
|
||||
drives the `edge_smoothing` falloff.
|
||||
5. Per interior vertex: sample the height texture (`sample_layer_height()`, see Projection methods)
|
||||
and fold `height * depth_mm * (invert ? -1 : 1)` into that vertex's running total via the layer's
|
||||
`TextureBlendMode` (see Blend modes). A `visited` set makes each layer fold in exactly **once**
|
||||
per vertex, no matter how many of the patch's triangles share it - otherwise a Multiply/Subtract
|
||||
layer would apply two or three times over depending on local triangle fan-out.
|
||||
6. Move each touched vertex along its (step 2) normal by its accumulated total.
|
||||
7. Optionally (`TextureDisplacementOptions::smooth_*`) relax the result - see Post-process smoothing.
|
||||
|
||||
### Post-process smoothing
|
||||
|
||||
`smooth_mesh_vertices(mesh, movable, strength, iterations)` - Laplacian relaxation, run after all layers
|
||||
have been folded in, restricted to the vertices flagged in `movable`. Each pass moves a movable vertex a
|
||||
`strength` fraction of the way to the average of its one-ring, read from a **snapshot** of the previous
|
||||
pass so the result does not depend on vertex order (a Gauss-Seidel sweep would smooth several times as
|
||||
hard at the end of the array as at the start). Neighbours come from a CSR-style adjacency built once per
|
||||
call. Topology-preserving, like the bake.
|
||||
|
||||
Its job is to round off the hard steps a bitmap height map leaves behind - a different knob from
|
||||
`TextureDisplacementLayer::smoothing`, which blurs the *height map* before it is ever sampled.
|
||||
|
||||
Two ways in, sharing one set of settings on the volume:
|
||||
- The **"Smooth result"** checkbox + "Smoothing (%)" / "Passes" ride along with Preview and Bake.
|
||||
`movable` is exactly the set of vertices the displacement moved, so the untouched part of the model
|
||||
keeps its exact geometry and the ring just outside the displaced set anchors the relaxation (the
|
||||
relief cannot creep outward).
|
||||
- **"Smooth baked mesh now"** (`GLGizmoTextureDisplacement::smooth_model()`) applies the same settings to
|
||||
the volume's *committed* geometry, for relief that is already baked in. `movable` there is the painted
|
||||
triangles' vertices. Because smoothing never touches the triangle list, this is the one geometry
|
||||
operation in the gizmo that keeps **every** paint channel verbatim - it saves and restores the eight
|
||||
texture-displacement masks around `set_mesh()` rather than remapping or dropping them.
|
||||
|
||||
**"Ignore outer ring"** (`smooth_skip_border`, on by default) drops the patch's own outermost ring of
|
||||
vertices from `movable`. That ring's neighbours *outside* the paint never move, so relaxing it drags the
|
||||
rim of the relief down toward the flat surface and the pattern comes out half-melted where it meets the
|
||||
edge. Held out, the border keeps the full depth the texture asked for and only the interior relaxes.
|
||||
Turning it off softens the outer edge deliberately (a blunter version of the per-layer edge-smoothing
|
||||
falloff). This is the *smoothing* rim, independent of whether that rim is displaced at all
|
||||
(`displace_border`, step 4 above); both default to keeping the border sharp.
|
||||
|
||||
### Blend modes
|
||||
|
||||
`TextureBlendMode` {Add, Subtract, Multiply, Divide}, per layer, applied per vertex against the
|
||||
total accumulated by the layers **below** it (lower slots). The quantity blended is a signed
|
||||
displacement in **mm**, not a pixel value.
|
||||
|
||||
Add/Subtract are self-explanatory. Multiply/Divide are *scaling* operations and so need a unit
|
||||
convention: they treat the layer's own value as a **factor relative to 1 mm**. That makes `depth_mm`
|
||||
a gain, and - the property that makes a Multiply layer usable as a mask - a layer with depth 1 mm
|
||||
sampling a white (1.0) texel multiplies by exactly 1, i.e. leaves the layers below unchanged.
|
||||
Divide floors its divisor's magnitude at 0.05: a black texel samples to *exactly* zero, so the divisor
|
||||
really does hit zero in ordinary use, and an unbounded `1/0` would fling vertices thousands of mm away
|
||||
and poison the mesh's bounding box (and every plate/print-volume check downstream). The floor doubles as
|
||||
a cap on how far Divide can amplify the relief beneath it: at most 20x.
|
||||
|
||||
The **lowest painted layer ignores its blend mode**: it has nothing beneath it, and Multiply/Divide
|
||||
against an implicit zero base would annihilate (or blow up) it. Enforced in
|
||||
`build_texture_displacement()` (the first layer to reach a given vertex always folds in additively) and
|
||||
surfaced in the UI, which labels that layer "Base layer" instead of offering a control that does nothing.
|
||||
|
||||
### Projection methods
|
||||
|
||||
Five choices per layer (`TextureProjectionMethod`), all funneling through `apply_uv_transform()`
|
||||
(scale by `1/tiling_scale`, rotate by `rotation_deg`, add `offset`). They are dispatched by
|
||||
`sample_layer_height()`, which returns a **height**, not a UV - because Triplanar takes three
|
||||
texture samples per vertex and so has no single UV that represents it.
|
||||
|
||||
- **Triplanar** (default) - samples the texture on all three world planes (`(y,z)`, `(x,z)`, `(x,y)`)
|
||||
and blends the three by the vertex's own normal raised to `TRIPLANAR_BLEND_SHARPNESS` (4). Hard-picking
|
||||
the single axis most aligned with the normal instead is discontinuous wherever that dominant axis
|
||||
flips: on a +X face the planar coordinate is `(y, z)`, on a -Y face it is `(x, z)`, so at the shared
|
||||
edge `u` jumps. A weighted blend is continuous across the transition by construction, since the weight
|
||||
of the axis being left behind falls smoothly to zero. This removes the hard *seam*; some cross-fade
|
||||
blurring in the band right at a 90° edge is inherent to triplanar mapping. A genuinely seam-free wrap
|
||||
around a box needs a real unwrap - that is what the LSCM mode is for.
|
||||
- **Cylindrical** - wraps around an axis through the patch centroid, axis auto-picked as the world
|
||||
axis *least* aligned with the average normal (perpendicular to the outward radial normal, as a
|
||||
cylinder's own axis would be). `u = angle * local_radius` (arc length in mm), `v = distance along
|
||||
axis`. An approximation, not an exact fit for arbitrary geometry, and the axis/centre are not
|
||||
user-overridable.
|
||||
- **Spherical** - longitude/latitude around the centroid, scaled by local radius. Same caveat.
|
||||
- **LSCM** - real UV unwrap via `MeshBoolean::cgal::parameterize_lscm()` (CGAL's
|
||||
`Surface_mesh_parameterization` package, LSCM algorithm). Computed **once per patch** (not
|
||||
per-vertex like the others - it's a single global least-squares solve), then each vertex looks up
|
||||
its precomputed UV. Requires the patch to be a single topological disk (one connected component,
|
||||
one boundary loop) - `compute_lscm_uvs()` returns empty and the layer falls back to Triplanar if not
|
||||
(e.g. multiple disconnected painted islands, or a fully closed patch). CGAL's parameterizer needs a
|
||||
mesh with no isolated/unreferenced vertices, but `get_facets_strict()` returns the *whole* mesh's
|
||||
vertex array - so `compact_patch_with_map()` builds a clean sub-mesh plus an index map back to the
|
||||
original vertex numbering, purely local to this file.
|
||||
- **ViewProjected** ("From view") - a flat projection along a fixed direction captured from the 3D
|
||||
camera, like a slide projector. `capture_view_projection()` takes the camera's right/up axes,
|
||||
transforms them into the volume's *local* frame (so the projection rides along if the part is later
|
||||
moved), and stores them as `TextureDisplacementLayer::view_project_right/up` (unit vectors, so the
|
||||
projected coordinate stays in mm and `tiling_scale` keeps meaning mm). `sample_layer_height()`
|
||||
projects `Vec2f(dot(pos, right), dot(pos, up))`. Single-valued per point, so - like LSCM but unlike
|
||||
blended Triplanar - the fast preview and UV-check overlay precompute it per vertex
|
||||
(`compute_layer_vertex_uvs()`) and drive the shader's `use_vertex_uv` path. Faces angled away from
|
||||
the projector smear; that is inherent to view projection.
|
||||
|
||||
Two companions to this mode:
|
||||
- **Projection frame overlay** (`TextureProjectorFrame`, see below) - a semi-transparent window
|
||||
dragged over the 3D view whose border becomes the projection's edge. Applying it stores an exact
|
||||
**projective** map in `view_project_matrix`, which supersedes the affine `right`/`up` axes above
|
||||
for that layer (`view_project_projective`).
|
||||
- **"Project only on visible"** (`select_visible_faces()`) - repaints the layer with exactly the
|
||||
facets the camera can see, so the projected area matches the viewpoint the projector was captured
|
||||
from. Two tests: a facing test (normal vs. view direction, per triangle - under perspective the
|
||||
view direction varies across the model, so it is taken from the eye to each centroid), then
|
||||
`MeshRaycaster::get_unobscured_idxs()` on the survivors to drop facets hidden behind other
|
||||
geometry, so a concave part's far inner wall is correctly excluded. One ray query per front-facing
|
||||
facet, hence click-driven (on the checkbox and on each "Capture current view"), never per frame.
|
||||
It **replaces** the layer's paint rather than adding to it - "project onto what I can see" would
|
||||
otherwise accumulate every angle the user had ever looked from.
|
||||
|
||||
### Manual seams and island cutting
|
||||
|
||||
`TextureDisplacementLayer::lscm_seam_edges` - undirected mesh-vertex-index edge pairs the unwrap is
|
||||
forced to cut along, on top of the dihedral-angle seams. `segment_into_charts()` takes a set of these
|
||||
(translated from mesh -> compacted-patch numbering inside `compute_patch_unwrap()`) and refuses to
|
||||
union two triangles across a marked edge whatever their angle. Both the unwrap cache key and the
|
||||
gizmo's `UVEditorState` include the seam list, so marking a seam (which leaves the paint mask
|
||||
untouched) still forces a re-solve. Like the paint masks, seams are mesh-index-space and so dropped on
|
||||
any topology change.
|
||||
|
||||
Two ways to write to it:
|
||||
- **Mark seam (manual)** - a "Mark seams" click mode (`m_seam_edit_mode`) that suppresses painting. A
|
||||
click raycasts the volume (`m_c->raycaster()->raycasters()[idx]->unproject_on_mesh()`, `idx` = the
|
||||
volume's slot among model-part volumes), finds the facet's edge nearest the hit point, and toggles it.
|
||||
Marked edges render as a red overlay (`render_seam_overlay()`), pulled toward the camera so they read
|
||||
on top. This is the Blender mark-seam workflow.
|
||||
- **Cut island (auto)** - `cut_island()` takes the selected chart's triangles (back-mapped from the
|
||||
unwrap via `source_vertex`), finds their 3D bounding box, and marks every edge that straddles the
|
||||
mid-plane perpendicular to the longest axis. The re-unwrap then splits the chart across its narrow
|
||||
waist. Exposed as the UV pane's **Cut** button.
|
||||
|
||||
### UV-check overlays (checker / distortion)
|
||||
|
||||
`resources/shaders/{110,140}/texture_displacement_uvcheck.{vs,fs}`, one shader with a `mode` uniform,
|
||||
drawn over the painted patch (`rebuild_uvcheck_mesh()`/`render_uvcheck_mesh()`, P3N3T2: `normal.x` =
|
||||
distortion, `tex_coord` = uv), pulled forward with a polygon offset. **Checker** samples a procedural
|
||||
checkerboard at the layer's uv (per-vertex for LSCM/ViewProjected, in-shader triplanar otherwise) -
|
||||
squares that stay square mean low distortion. **Distortion** colours each triangle blue->green->red by
|
||||
`log2(uv_area / surface_area)` centred on the patch's *median* stretch (so a globally-scaled unwrap
|
||||
reads as uniformly ideal and only relative stretch shows), averaged to vertices. A separate **Show mesh
|
||||
wireframe** toggle draws the whole volume's triangle edges, rebuilt only when the vertex count changes
|
||||
(not per stroke).
|
||||
|
||||
### Tiling
|
||||
|
||||
`DecodedHeightTexture::sample(uv, tile_enabled, tile_method)`. Two tile methods when enabled
|
||||
(Repeat, MirroredRepeat). **When `tile_enabled` is false, sampling outside `[0,1)` returns `0`
|
||||
directly** rather than clamping the *coordinate* into range, which would smear the border row/column of
|
||||
pixels outward to infinity in every direction (streaky lines radiating out from the painted patch).
|
||||
|
||||
### Subdivision - two modes
|
||||
|
||||
**Uniform (`subdivide_mesh_uniform()`)** - whole-mesh, 1-to-4 split. Recursive edge-midpoint split with
|
||||
a shared per-pass midpoint cache (keyed by sorted vertex-index pair) so triangles sharing an edge get
|
||||
the *same* new vertex - capped at `max_iterations` (default 6). Whole-mesh so it never leaves a
|
||||
T-junction, at the cost of densifying everywhere. Wired as a "Subdivide steps" slider (**0-5**, 0 =
|
||||
no subdivision), Apply snaps back to 0. Drops texture-displacement paint (no remap) via the standard
|
||||
`save_painting()`/`set_mesh()`/`restore_painting()` dance; the other four channels are remapped.
|
||||
|
||||
**Adaptive (`subdivide_mesh_adaptive()`)** - refine **only the painted area**, by **Rivara longest-edge
|
||||
bisection**, which is *conformal by construction*. Only **terminal** edges are ever bisected - an edge
|
||||
that is the longest edge of *every* triangle sharing it - which splits both those triangles along one
|
||||
shared midpoint at once, so a hanging node is never created. The edge to split for a triangle that wants
|
||||
refining is found by **longest-edge propagation (LEPP)**: walk to the longest edge of ever-longer-edged
|
||||
neighbours until a terminal one is reached, and bisect that. Edge length strictly increases along the
|
||||
path (ties broken by mesh-vertex key, which both sides of an edge compute identically), so the walk
|
||||
cannot cycle, and Rivara's result is that repeating it refines the original triangle in a bounded number
|
||||
of bisections. The transition triangles it pulls in just outside the painted patch are the graded band
|
||||
that makes the size change conformal.
|
||||
|
||||
The win: a small decal on a big model no longer quadruples the *whole* model's triangle count.
|
||||
|
||||
**Run to completion, worst-first, against a triangle budget.** The refinement loop is not a fixed number
|
||||
of sweeps: it holds every triangle that is over its criteria in a max-heap keyed by *how many times over*
|
||||
it is, pops the worst, walks its LEPP, bisects, and re-scores. Edge adjacency (`nb[e]`, the triangle
|
||||
across each edge) is built **once** and maintained incrementally through each bisection, so the cost
|
||||
scales with the refined region rather than with the whole model. `max_triangles` is the only bound;
|
||||
stopping on it leaves a perfectly valid, still-conformal mesh that spent its budget on the largest
|
||||
errors. A fixed sweep count instead spends itself grading the *coarse surroundings* - whose edges are
|
||||
the longest, so they win every terminal-edge contest - and never reaches the painted patch.
|
||||
|
||||
**It carries the paint forward**, which is what makes it usable (uniform subdivide drops paint). Because
|
||||
the refinement is *driven by* the paint, the remap is trivial: `subdivide_mesh_adaptive()` fills an
|
||||
`out_source[new_tri] = input_tri` map (children inherit their parent), and the gizmo rebuilds each
|
||||
layer's mask on the new mesh - a new triangle is painted iff its source was fully painted in that
|
||||
layer. `collect_paint_region()` derives both:
|
||||
- the union refine-region: **exactly** the original triangles the brush touched, read straight off
|
||||
`TriangleSplittingData::triangles_to_split` (`serialize()` records an entry per original triangle that
|
||||
is either split - i.e. partially painted, the patch boundary - or carries a non-default state). No
|
||||
dilation: marking every triangle that shares a *vertex* with the patch drags in a whole fan of huge
|
||||
unpainted neighbours and refines *those* down to the resolution floor, since the height field the
|
||||
detail test samples is not restricted to the painted area. The conformal closure already grades the
|
||||
size change outward on its own.
|
||||
- the per-layer fully-painted-triangle sets (a `get_facets_strict(ENFORCER)` sub-triangle with all three
|
||||
*original* vertex indices == a whole, fully-painted original triangle; a partial stroke's sub-triangles
|
||||
always carry a split vertex).
|
||||
|
||||
The other four channels ride the normal `restore_painting()` remap.
|
||||
|
||||
Both modes share the gizmo's Preview/Apply/Done flow; the **"Only painted area (adaptive)"** checkbox
|
||||
picks the mode, and the adaptive preview follows the paint live (`rebuild_preview()` refreshes the
|
||||
wireframe while the subdivide preview is open in adaptive mode). The panel shows the previewed triangle
|
||||
count.
|
||||
|
||||
**Feature-adaptive (follow texture detail).** A sub-mode of adaptive (the **"Follow texture detail"**
|
||||
checkbox) that puts triangles where the *displaced surface actually bends*, not evenly. A flat region or
|
||||
a linear **ramp** needs no extra vertices (linear interpolation is exact for a ramp); what needs them is
|
||||
**curvature** - the *second* derivative, not the gradient. So the extra predicate is a **chord-error**
|
||||
test: sample the combined displacement at the triangle's three edge midpoints *and its centroid*
|
||||
(sampling the interior is what catches a hill sitting inside a triangle, the blind spot of an edge-only
|
||||
test) and take the largest departure from the flat triangle's barycentric interpolation. Refine while
|
||||
that exceeds `chord_tolerance_mm` ("Detail (mm)"). Zero chord error on a ramp => untouched; high on a
|
||||
hill/ridge/noise => refined until captured. Same conformal machinery, so still crack-free. The
|
||||
per-triangle error is cached and recomputed only for the children of a split.
|
||||
|
||||
Four knobs bracket it, and all four matter:
|
||||
- **"Max edge (mm)"** (`target_edge_length_mm`) is a **baseline that applies in feature mode too**.
|
||||
Without it the chord test aliases: a big triangle over a fine pattern can sample four points that all
|
||||
land at similar heights, report no error, and stall before refinement ever starts. The baseline
|
||||
guarantees a sampling density fine enough for the curvature test to see the texture at all.
|
||||
- **"Detail (mm)"** is the chord tolerance above.
|
||||
- **"Min edge (mm)"** is a hard floor under both, and is what guarantees termination across a sharp
|
||||
texture *step*, where the error never falls however fine the mesh gets.
|
||||
- **"Added triangles (k)"** is the budget, passed as `max_triangles` (the model's own triangle count plus
|
||||
the slider, so the control still means something on an already-dense model).
|
||||
|
||||
The height field is `make_combined_displacement_sampler()` - it mirrors `build_texture_displacement()`'s
|
||||
per-layer setup (decode, patch centroid, cylinder axis, blend order, "lowest layer folds additively")
|
||||
but evaluated per point. Two deliberate simplifications, both erring toward *more* detail (safe -
|
||||
over-refinement is never a crack): every sampleable layer is sampled at every point (no per-point paint
|
||||
test), and edge-smoothing falloff is ignored. The first is *why* the refine region must not be dilated -
|
||||
outside the paint the sampler still reports full relief. **LSCM layers are skipped** (no per-point UV); a
|
||||
purely LSCM stack yields a null sampler and the code falls back to the length baseline alone. Per-vertex
|
||||
heights are sampled lazily, so a small patch on a huge model never pays for the rest of it.
|
||||
|
||||
### Fast preview (GPU-only, no CPU meshing)
|
||||
|
||||
`resources/shaders/{110,140}/texture_displacement_shaded.{vs,fs}`, registered as
|
||||
`"texture_displacement_shaded"`. Shades the *displaced* surface without moving geometry - active-layer
|
||||
only, selected from the View row, and the default when the gizmo opens (`m_use_shaded_preview = true`).
|
||||
Vertex format is `GLModel::Geometry::EVertexLayout::P3N3T2`: `normal.x` carries the per-vertex paint
|
||||
weight (0/1), `normal.y` flags the UV island currently being dragged, and `tex_coord` carries a
|
||||
precomputed texture UV, so it can use `GLModel` normally instead of a hand-rolled VBO/VAO manager.
|
||||
|
||||
The mesh is **flat** (vertices not shared between triangles): every corner of a painted triangle gets
|
||||
weight 1, every corner of an unpainted one weight 0. A coarse mesh needs that - one painted face of a raw
|
||||
cube has no strictly-interior vertex, so per-vertex weighting would either bleed onto the neighbours or
|
||||
vanish outright. Duplicating vertices costs no shading quality here because the shader takes its surface
|
||||
normal from screen-space derivatives of position, not from a per-vertex normal.
|
||||
|
||||
**Both preview meshes work in the patch's vertex space, not the mesh's.** Those agree only until a
|
||||
*brush* stroke splits a triangle: `get_facets_strict()` then appends the split vertices, so the patch
|
||||
array is longer. `rebuild_shaded_preview_mesh()` and `rebuild_uvcheck_mesh()` therefore index
|
||||
`patch.vertices` throughout. The weight buffer is rebuilt at the same cadence as the true-displacement
|
||||
preview (stroke-end/slider-release) but from the **live** `TriangleSelector` state, not the flushed model
|
||||
facets, so it does not lag by a full model round-trip.
|
||||
|
||||
The perturbed normal is the analytic one for a height field `H = +/-depth_mm - h(uv)` displaced along
|
||||
`N` over any orthonormal surface tangent pair `T`/`B`:
|
||||
|
||||
N' = normalize(N - (dH/da)-T - (dH/db)-B), a = dot(p,T), b = dot(p,B)
|
||||
|
||||
The two slopes have to be genuine **mm-per-mm** derivatives for the preview's apparent depth to match
|
||||
the bake's.
|
||||
|
||||
**Two projection paths (`use_vertex_uv` uniform):**
|
||||
- **Triplanar (`use_vertex_uv = 0`)** - `uv` and the `T`/`B` axes are both derived in-shader from
|
||||
the dominant normal component, mirroring `project_planar()`/`apply_uv_transform()`, and the slope is
|
||||
formed analytically. `T`/`B` are the projection's axis-aligned pair, exact only when the face is
|
||||
axis-aligned; the shader drops the along-normal component to keep the gradient in the surface. Here
|
||||
one `uv` unit is exactly `tiling_scale` mm, so the `1/tiling_scale` gradient factor is right.
|
||||
- **Precomputed UV (`use_vertex_uv = 1`, used for LSCM and ViewProjected)** - `uv` comes per-vertex from
|
||||
the CPU (`compute_layer_vertex_uvs()`, so island placement + tiling/rotation/offset are already folded
|
||||
in), and the perturbed normal is built with **Mikkelsen's method** ("Bump Mapping Unparametrized
|
||||
Surfaces on the GPU"): the surface gradient taken directly from the screen-space derivatives of the
|
||||
*sampled height* and position. **This makes no uv->mm scale assumption**, which is essential, because an
|
||||
LSCM map is **conformal, not isometric**: it is globally area-scaled but the *local* mm-per-uv varies
|
||||
across the chart, so a single global `1/tiling_scale` factor gets the apparent depth wrong. `dFdx(h)`
|
||||
captures the true on-screen rate of change however the chart is stretched. This path is also what makes
|
||||
the fast preview follow the UV editor: move an island and its uv - hence its shading - moves with it
|
||||
(the mesh rebuilds on drag-end, `on_island_edited(finished)` -> `rebuild_preview()` ->
|
||||
`rebuild_shaded_preview_mesh()`). The branch is uniform and the paint weight gates by multiply, so the
|
||||
texture derivatives stay well defined. A triangle straddling a seam has a discontinuous uv -> the
|
||||
`det~0` guard skips it (a localised preview-only artifact, never in the bake).
|
||||
|
||||
**Parallax (triplanar path).** Perturbing the shading normal alone welds the pattern to the base surface:
|
||||
it does not slide as the camera orbits, and does not get deeper as `depth_mm` grows. The triplanar path
|
||||
therefore shades at the point the *displaced* surface would show at this pixel, found by **ray marching**
|
||||
(parallax occlusion mapping). A point at ray parameter `s`, i.e. `P + V-s` (`P` the base point, `V` the
|
||||
unit direction to the eye), sits at height `s-dot(V,n)` above the undisplaced surface. The displaced
|
||||
surface lives in a shell between the extreme values of `amp-(h - midlevel)` - taken from both ends of
|
||||
`h in [0,1]`, so it holds for an inverted layer and a raised midlevel too, where the surface sits *below*
|
||||
the undisplaced one. The march starts at the top of that shell, where the ray is outside the surface by
|
||||
construction, and steps inward until the ray height drops below the sampled height. That crossing *is*
|
||||
the visible point.
|
||||
|
||||
Solving `Q = P + V-(H(Q)/dot(V,n))` by fixed-point iteration instead is geometrically exact but the
|
||||
divisor goes to zero edge-on; the sample then lands a large fraction of a tile away and the iteration
|
||||
oscillates, which reads as a second, flat copy of the pattern ghosted over the real one. Clamping the
|
||||
step to one tile does not help - a tile-sized shift lands on the neighbouring tile, the same pattern
|
||||
again. Offset limiting (stepping along the tangential part of `V`) is stable but understates parallax
|
||||
enough that the relief still flattens as soon as the camera tilts. Marching has neither problem.
|
||||
|
||||
The hit is interpolated between the last two samples, which keeps `PARALLAX_STEPS` (24) affordable, and
|
||||
the whole march is skipped when sweeping the shell would move the sample point less than half a texel -
|
||||
the head-on case, so the common view pays almost nothing. The 140 variant samples with
|
||||
`textureLod(..., 0.0)` inside the loop, since implicit derivatives are undefined in non-uniform control
|
||||
flow. Two uniforms exist for this: `midlevel` (parallax needs the real height, not just its derivative)
|
||||
and `eye_model_pos` (the camera in the volume's local frame).
|
||||
|
||||
Parallax cannot change the model's silhouette or cast shadows; the View row's Normal mode is one click
|
||||
away for that. The LSCM path stays plain Mikkelsen normal perturbation - it has no closed-form uv, so there is no cheap
|
||||
way to re-project a marched position. One further approximation: the GPU sampler's wrap mode stands in
|
||||
for `tile_enabled`/`tile_method`, so with tiling *off* the GPU repeats where the CPU returns 0 outside
|
||||
`[0,1)`.
|
||||
|
||||
### On-canvas "Adjust Texture" gizmo
|
||||
|
||||
A per-active-layer toggle ("Adjust placement") that disables painting and shows a flat pan panel (free
|
||||
2D drag on both axes) plus two arrows along the patch's own U/V axes (constrained single-axis drag).
|
||||
Anchored to the painted patch's centroid/average-normal (`compute_layer_paint_anchor()`). Hit-testing is
|
||||
screen-space distance/point-to-segment, not real 3D ray intersection against the handle geometry - simple
|
||||
and good enough at this handle size.
|
||||
|
||||
### Projection frame overlay (ViewProjected)
|
||||
|
||||
`src/slic3r/GUI/TextureProjectorFrame.hpp/.cpp` - a semi-transparent, resizable `wxFrame` the user
|
||||
drags **over the 3D view**, like a slide projector's gate. Whatever the model shows through it is what
|
||||
the texture is projected onto, and the window's border becomes the hard edge of the displacement.
|
||||
Press **Apply projection frame** and the gizmo reads the window's rectangle and commits it.
|
||||
|
||||
The window is deliberately **dumb**: it owns no placement state and reports nothing continuously. Its
|
||||
position and size *are* the placement, read on demand at Apply - which is also when the expensive
|
||||
visible-facet raycast runs. So dragging it is free and nothing recomputes until asked.
|
||||
|
||||
Plain 2D (`wxPaintDC`), not a `wxGLCanvas`: a second GL canvas would have to share the app's one real
|
||||
`wxGLContext`. It only ever draws a bitmap and a border.
|
||||
|
||||
**The projective mapping (`apply_projection_frame()`)**. The frame defines a **screen-space** rectangle,
|
||||
but the bake samples from a **local-space** position, so the two have to be reconciled.
|
||||
`view_project_right/up` can only express an *affine* projection - exact under an orthographic camera, but
|
||||
wrong under perspective, where the near end of a part projects larger than the far end and no pair of
|
||||
axes reproduces that. So the layer instead stores a full projective map (`view_project_matrix`, row-major
|
||||
3x4, `uv = (row0-p/row2-p, row1-p/row2-p)`), built like this:
|
||||
|
||||
- `K = projection - view - (instance - volume)`, i.e. local -> clip, the same product the renderer uses.
|
||||
Note `Camera::get_projection_matrix()` is typed `Transform3d` (nominally affine) but its perspective
|
||||
form explicitly writes a `(0, 0, -1, 0)` bottom row into the underlying 4x4, so `clip.w = -z_eye` is
|
||||
genuinely carried. The build therefore multiplies **`.matrix()` products** (plain `Matrix4d`), never
|
||||
`Transform3d` products, which would not compose that row correctly.
|
||||
- Window coordinates follow `igl::project`'s convention (as `CameraUtils::project` does), with y
|
||||
measured downward. Writing `uv = (win - rect_origin) / rect_size` makes u and v affine in
|
||||
`ndc = clip.xyz / clip.w`; multiplying through by `clip.w` leaves a plain linear combination of `K`'s
|
||||
rows, which is exactly the 3x4 matrix - the perspective divide survives intact.
|
||||
- `w > 0` is checked rather than divided blindly. A point behind the projector has `w < 0` and divides
|
||||
to a plausible-looking but **mirrored** uv - the classic way a projected decal reappears on the back
|
||||
of a model. `project_uv_projective()` returns false there and the caller treats it as no height.
|
||||
|
||||
The map already includes placement, so `apply_uv_transform()` is **not** applied on top of it - the
|
||||
window's own position and size are the placement, and the tiling/rotation/offset sliders would shove
|
||||
the result off the frame the user just aligned. A "Clear" button drops back to the affine path where
|
||||
those controls mean something again.
|
||||
|
||||
Apply also sets `tile_enabled = false`, so `DecodedHeightTexture::sample()` returns 0 outside `[0,1)`
|
||||
and the border is a hard edge rather than the first seam of an endless repeat, and repaints the layer
|
||||
via `select_visible_faces(&matrix)` - the frame's uv square clips the selection, which both matches the
|
||||
paint to the border and keeps the ray queries proportional to the framed area instead of the model.
|
||||
|
||||
Owned by the gizmo and **destroyed** (not just hidden) in `on_shutdown()`. Closing it only hides it, so
|
||||
reopening keeps it where it was left.
|
||||
|
||||
### UV Editor pane
|
||||
|
||||
`UVEditorCanvas` (`src/slic3r/GUI/UVEditorCanvas.hpp/.cpp`) - a standalone `wxGLCanvas` rendering the
|
||||
flattened LSCM islands (per-island wireframe + outline + fill) over the height texture (background
|
||||
quad tiled across the whole unwrap), with mouse pan/zoom. It is wrapped in a **`UVEditorPanel`**
|
||||
(same file) that adds a button row (Frame / Snap / Avg scale / Cut / Join / Unjoin) and a status line
|
||||
along the bottom naming the current gesture and the shortcuts in play. The *panel* is what is
|
||||
registered as a `wxAuiPaneInfo` pane on `Plater`'s `m_aui_mgr`; `Plater::show_uv_editor(bool)`
|
||||
shows/hides it (deferred via `CallAfter`, since the gizmo calls it mid-3D-frame), and
|
||||
`get_uv_editor_canvas()` returns the inner canvas the gizmo talks to.
|
||||
|
||||
Deliberately **shares the app's one real `wxGLContext`** (`wxGetApp().init_glcontext(*this)`, the
|
||||
same call `View3D`/`Preview`/`AssembleView` make) rather than creating an independent context like
|
||||
`SkipPartCanvas` does elsewhere in this codebase - this is what lets it reuse the already-registered
|
||||
`"flat"`/`"flat_texture"` shaders and `GLModel` as-is, instead of needing its own shader
|
||||
compilation/VBO management.
|
||||
|
||||
**Geometry is uploaded once, in the unwrap's own (raw, mm) coordinates**, one `GLModel` set per island;
|
||||
each island is then drawn through its own 2x3 affine (`island_transform_matrix()` composed with the
|
||||
layer's tiling/rotation/offset) passed as the `flat` shader's `view_model_matrix`. A drag updates one
|
||||
matrix per island and touches no vertex buffer - `on_island_edited(!finished)` calls only
|
||||
`set_island_transforms()`, and the full `set_islands()` rebuild happens solely when the unwrap itself
|
||||
changes (`unwrap_changed` in `update_uv_editor()`).
|
||||
|
||||
**Gestures** (canvas-owned, reported to the gizmo as incremental deltas via `IslandEditFn`): left-drag
|
||||
= move, right-drag or **R** = rotate (hold **Shift** to snap to 15° steps - quantised on the
|
||||
*cumulative* rotation, not each delta, so it doesn't judder, and accumulated incrementally so it
|
||||
survives crossing +/-180°), **S** = scale (R/S modal, click/Enter to confirm, Esc to cancel), wheel =
|
||||
zoom about the cursor, middle-drag = pan, **Home**/**F** = frame all. Scale writes
|
||||
`TextureIsland::scale`; "Avg scale" (`average_island_scales()`) sets every island to the mean, so
|
||||
one island scaled by hand can be matched back to its neighbours' texel density. **Snap** (canvas-owned
|
||||
`m_snap_enabled`, toggled from the toolbar) sticks a dragged island's nearest boundary vertex onto a
|
||||
neighbouring island's at drag-*end* only - a magnet that re-applies mid-drag is very hard to pull out
|
||||
of. Toolbar commands the canvas can't service itself (Avg scale, Cut, Join, Unjoin) are forwarded to the
|
||||
gizmo via `CommandFn`; view-only ones (Frame, Snap) it handles directly.
|
||||
|
||||
## File map
|
||||
|
||||
**libslic3r (core, no GUI dependency):**
|
||||
- `src/libslic3r/TextureDisplacement.hpp/.cpp` - data model, bake algorithm, projection methods,
|
||||
tiling, subdivision (uniform + adaptive longest-edge bisection), post-process smoothing
|
||||
(`smooth_mesh_vertices()`), and `TextureDisplacementOptions` (the whole-stack settings). See doc
|
||||
comments throughout, they're kept accurate and up to date.
|
||||
- `src/libslic3r/MeshBoolean.hpp/.cpp` - `parameterize_lscm()` and `remesh_isotropic()` in the `cgal`
|
||||
sub-namespace, reusing the existing `CGALMesh`/`_EpicMesh`/conversion-helper infrastructure already
|
||||
there for mesh boolean ops. CGAL includes: `Polygon_mesh_processing/border.h`,
|
||||
`Polygon_mesh_processing/connected_components.h`, `Surface_mesh_parameterization/{Error_code,
|
||||
LSCM_parameterizer_3, parameterize}.h`. No new dependency - CGAL 5.6.3 is already vendored and the
|
||||
`Surface_mesh_parameterization` package headers were already present.
|
||||
- `src/libslic3r/Model.hpp/.cpp` - the 8 named `FacetsAnnotation` fields + accessor,
|
||||
`texture_displacement_layers`, `texture_displacement_options`, and all the mirrored touch points
|
||||
(see Data model above).
|
||||
|
||||
**GUI:**
|
||||
- `src/slic3r/GUI/Gizmos/GLGizmoTextureDisplacement.hpp/.cpp` - the gizmo and its whole panel.
|
||||
- `src/slic3r/GUI/TextureLibrary.hpp/.cpp` - scans the shipped + user texture folders, imports an
|
||||
arbitrary image into the user folder (converting it to the 8-bit grayscale PNG libslic3r decodes),
|
||||
and loads a library file's bytes for a layer. The image->grayscale-PNG conversion lives here, on the
|
||||
GUI side, because libslic3r has no image toolkit; both the import path and the "pick a shipped
|
||||
texture" path go through the same one function.
|
||||
- `resources/textures/displacement/*.png` - the 10 shipped height maps (Bricks, Grid, Hexagons,
|
||||
Knurl, Noise, Quilt, Studs, Waves, Weave, Wood Grain). All 512x512 8-bit grayscale and **seamless**
|
||||
(each is periodic over the full image in both axes, so tiling shows no seam). Generated
|
||||
procedurally; the whole `resources/` tree is installed recursively by CMake, so a new folder under
|
||||
it ships with no build-system change.
|
||||
- `src/slic3r/GUI/Jobs/TextureDisplacementBakeJob.hpp/.cpp` - background bake commit.
|
||||
- `src/slic3r/GUI/Jobs/TextureDisplacementPreviewJob.hpp/.cpp` - background preview compute
|
||||
(mirrors the bake job's shape but commits nothing to the Model).
|
||||
- `src/slic3r/GUI/TextureProjectorFrame.hpp/.cpp` - the semi-transparent projection-frame overlay for
|
||||
ViewProjected layers (plain 2D `wxPaintDC`, no GL context - see its section above).
|
||||
- `src/slic3r/GUI/UVEditorCanvas.hpp/.cpp` - the 2D UV unwrap viewer widget.
|
||||
- `src/slic3r/GUI/Plater.hpp/.cpp` - `uv_editor_canvas` member, AUI pane registration,
|
||||
`get_uv_editor_canvas()`/`show_uv_editor()`.
|
||||
- `src/slic3r/GUI/GLShadersManager.cpp` - registers `"texture_displacement_shaded"`.
|
||||
- `resources/shaders/{110,140}/texture_displacement_shaded.{vs,fs}` - the fast-preview shader.
|
||||
- `src/slic3r/GUI/Gizmos/GLGizmoPainterBase.hpp` - `PainterGizmoType::TEXTURE_DISPLACEMENT`.
|
||||
- `src/slic3r/GUI/Gizmos/GLGizmosManager.hpp/.cpp` - `EType::TextureDisplacement` registration.
|
||||
|
||||
## Tests
|
||||
|
||||
`tests/libslic3r/test_texture_displacement.cpp`. Covers `decode_height_texture` round-trip, empty-layer
|
||||
no-op, full-cube uniform displacement, a second layer over the same area contributing, all four blend
|
||||
modes (table-driven), the lowest layer ignoring its blend mode, border displace/pin, post-process
|
||||
smoothing and its mask guarantees, and adaptive subdivision: conformality (`every_edge_used_twice` on a
|
||||
partially-refined cube - an exact crack detector for a closed mesh), the target edge length actually
|
||||
being reached, the triangle budget capping the result without opening a crack, curvature-driven
|
||||
refinement (a Gaussian hill refines at its centre, a linear ramp adds nothing), and the max-edge
|
||||
baseline.
|
||||
|
||||
`BUILD_TESTS` is `OFF` in the checked-in build cache; flip it on to run them:
|
||||
|
||||
cmake -S . -B build -DBUILD_TESTS=ON
|
||||
cmake --build build --config Release --target libslic3r_tests -- -m
|
||||
./build/tests/libslic3r/Release/libslic3r_tests.exe "[TextureDisplacement]" --order rand
|
||||
@@ -0,0 +1,326 @@
|
||||
# Texture Displacement - Feature & Controls Guide
|
||||
|
||||
Texture Displacement is a paint-style gizmo that stamps height-map textures onto a model's surface
|
||||
and turns them into real relief - engraved or embossed detail - either as a live preview or baked
|
||||
into actual mesh geometry. You paint where the texture applies, stack multiple textures as blended
|
||||
layers, choose how each is projected onto the surface, and (for the unwrap projection) lay the result
|
||||
out by hand in a dedicated 2D **UV Editor** pane.
|
||||
|
||||
This document describes every feature and control. For the internal architecture and algorithms, see
|
||||
`TEXTURE_DISPLACEMENT.md`.
|
||||
|
||||
---
|
||||
|
||||
## Table of contents
|
||||
|
||||
1. [Quick start](#quick-start)
|
||||
2. [Entering the tool](#entering-the-tool)
|
||||
3. [Selection modes](#selection-modes)
|
||||
4. [View modes](#view-modes)
|
||||
5. [Auto update](#auto-update)
|
||||
6. [Texture layers](#texture-layers)
|
||||
7. [Per-layer settings](#per-layer-settings)
|
||||
8. [Projection methods](#projection-methods)
|
||||
9. [The UV Editor](#the-uv-editor)
|
||||
10. [Seams](#seams)
|
||||
11. [Adjust placement (on-model)](#adjust-placement-on-model)
|
||||
12. [Preparing the mesh: Subdivide & Remesh](#preparing-the-mesh-subdivide--remesh)
|
||||
13. [Baking & resetting](#baking--resetting)
|
||||
14. [Controls reference](#controls-reference)
|
||||
15. [Tips & limitations](#tips--limitations)
|
||||
|
||||
---
|
||||
|
||||
## Quick start
|
||||
|
||||
1. Select an object and open the **Texture displacement** gizmo from the left toolbar.
|
||||
2. A texture layer is added automatically. Pick a texture from the layer's picker, or import your own.
|
||||
3. **Paint** the area you want the texture to affect (or press **Select whole model**).
|
||||
4. The relief appears live on the model. Tune **Depth**, **Tile size**, **Rotation**, etc.
|
||||
5. If the model is low-poly, use **Subdivide** or **Remesh** so there are enough vertices for detail.
|
||||
6. Press **Bake** to convert the preview into real geometry, or leave it as a live preview.
|
||||
|
||||
> The tool only ever affects the **painted** area. Everything you don't paint keeps its original
|
||||
> surface, and bake blends the relief seamlessly into it.
|
||||
|
||||
---
|
||||
|
||||
## Entering the tool
|
||||
|
||||
The gizmo lives on the left gizmo toolbar (icon: `toolbar_texture_displacement.svg`). Its settings
|
||||
panel opens beside the toolbar. You can **Dock panel / Undock panel** (top of the panel) to pin it or
|
||||
float it freely over the 3D view, and **Close** at the bottom exits the gizmo.
|
||||
|
||||
When you first open the tool on a never-textured object it starts with **one texture layer already
|
||||
added**, so you can paint straight away.
|
||||
|
||||
---
|
||||
|
||||
## Selection modes
|
||||
|
||||
Choose *how* you paint. All three write into the **active layer's** mask.
|
||||
|
||||
| Mode | What it does |
|
||||
|------|--------------|
|
||||
| **Brush** | Free-hand painting with a round brush. Shows a **Brush size** slider and a **Circle / Sphere** choice (circle = surface disc, sphere = 3D ball that also paints around curves). |
|
||||
| **Face** | Click a single triangle to paint it. |
|
||||
| **Connected area** | Click to flood-fill a region; the **Angle threshold** slider limits how far the fill spreads across changes in surface angle. |
|
||||
|
||||
- **Select whole model** - marks the entire model as painted for the active layer, instead of
|
||||
brushing it by hand.
|
||||
|
||||
---
|
||||
|
||||
## View modes
|
||||
|
||||
A row of icon buttons labelled **View** controls how the painted area is shown. The first four are a
|
||||
radio group; **Wireframe** is an independent toggle. Hover any icon for its tooltip.
|
||||
|
||||
| View | Meaning |
|
||||
|------|---------|
|
||||
| **Normal** | The true displaced geometry - exactly what **Bake** produces. Rebuilt in the background. |
|
||||
| **Fast** | A GPU shaded approximation of the *active layer only*. No real geometry movement - quick to update, not exact. Best while tuning or dragging islands. |
|
||||
| **Checker** | A test grid painted over the unwrap so you can see stretching (squares stay square where the map isn't distorted). |
|
||||
| **Distortion** | A blue->green->red heatmap of how much each area is compressed or stretched in UV space. Needs the **Unwrap (LSCM)** projection. |
|
||||
| **Wireframe** | Overlays the mesh edges (white). Independent of the view above; in **Normal** view it sits on the displaced surface. |
|
||||
|
||||
---
|
||||
|
||||
## Auto update
|
||||
|
||||
**Auto update** (on by default) rebuilds the true displaced geometry as soon as *anything* changes -
|
||||
painting, swapping textures, moving sliders. Turn it off on very heavy models to only rebuild when you
|
||||
release a slider (painting still updates on stroke end).
|
||||
|
||||
---
|
||||
|
||||
## Texture layers
|
||||
|
||||
You can stack up to **8** texture layers. Each has its own independent paint mask, its own texture,
|
||||
and its own parameters, and they combine in slot order like layers in an image editor.
|
||||
|
||||
- **Add a layer** - the **+ icon** to the right of the *Texture layers* heading (reuses the tool icon
|
||||
for now).
|
||||
- **Remove** - the button on each layer's header row.
|
||||
- **Active layer** - click a layer's header (or anywhere in its block) to make it active. The active
|
||||
layer is the one you paint into and the one whose block is tinted. Only one layer is active at a time.
|
||||
- **Erase all** - clears the active layer's paint.
|
||||
|
||||
Each layer shows a texture **picker** (large preview + name). Open it to choose from the shipped
|
||||
library or import your own image (any png/jpg/bmp; it's converted to an 8-bit grayscale height map and
|
||||
copied into your user texture folder so app updates can't overwrite it).
|
||||
|
||||
---
|
||||
|
||||
## Per-layer settings
|
||||
|
||||
| Control | Range / options | What it does |
|
||||
|---------|-----------------|--------------|
|
||||
| **Depth (mm)** | 0.01-10 (log) | Maximum displacement along the surface normal. |
|
||||
| **Tile size (mm)** | 0.2-200 (log) | Physical size of one texture tile on the surface. |
|
||||
| **Rotation** | 0-360° | Rotates the texture on the surface. |
|
||||
| **Midlevel** | 0-10 | The grey level that means "don't move". At 0 the texture only pushes outward; raise it and darker texels cut *inward* (one map both embosses and engraves). 0.5 makes mid-grey neutral. |
|
||||
| **Smoothing** | 0-1 | Blurs the height texture before it displaces - rounds hard edges and removes speckle without needing a softer source image. |
|
||||
| **Edge smoothing** | checkbox + **Edge amount** 0-1 | Fades the relief to flat toward the *edge of the painted area*, so it blends into the surrounding surface. A small amount softens only a thin band at the very edge; the maximum flattens the whole painted face. |
|
||||
| **Invert** | checkbox | Flips the height map (peaks become valleys). |
|
||||
| **Blend** | Add / Subtract / Multiply / Divide | How this layer combines with the layers **below** it where they overlap. Add/Subtract pile relief on or carve it away; Multiply/Divide scale the relief underneath (a mask). The lowest painted layer is the **Base** and always behaves additively. |
|
||||
| **Tile** | checkbox + **Repeat / Mirrored repeat** | When off, the texture is placed once (a decal) instead of repeating. Mirrored repeat flips every other tile to hide seams. |
|
||||
| **Projection** | see below | How the texture is mapped onto the painted surface. |
|
||||
|
||||
> **Midlevel warning:** cutting inward can fold the surface through itself in sharp concave corners or
|
||||
> thin walls. Keep Depth small relative to the feature you're cutting into; the panel warns when a deep
|
||||
> inward setting is risky.
|
||||
|
||||
---
|
||||
|
||||
## Projection methods
|
||||
|
||||
How the 2D texture is wrapped onto the 3D painted area.
|
||||
|
||||
| Method | Best for | Notes |
|
||||
|--------|----------|-------|
|
||||
| **Triplanar (blended)** | Patches wrapping around edges | Projects from all three axes at once and blends, so there's no seam across a sharp edge. |
|
||||
| **Cylindrical** | Round, tube-like selections | Wraps the texture around the patch's own centre/axis. |
|
||||
| **Spherical** | Ball-like selections | Longitude/latitude wrap around the patch centre. |
|
||||
| **Unwrap (LSCM)** | Flat, controlled layout | A real conformal unwrap. Cuts the area into pieces at sharp edges (see **Seam angle**), flattens each, and lets you lay them out by hand in the **UV Editor**. Unlocks Checker/Distortion, seams, and island editing. |
|
||||
| **From view** | Decals / slide-projector look | Projects straight onto the surface from the current camera direction. Use **Capture current view** to re-lay it from wherever you're looking. |
|
||||
|
||||
### LSCM-only controls
|
||||
|
||||
These appear when a layer uses **Unwrap (LSCM)**:
|
||||
|
||||
- **Seam angle** (5-90°) - edges sharper than this are cut so each piece lies flat. Lower cuts more
|
||||
(less stretching, more seams); raise to keep more in one piece. A box's 90° corners are cut by
|
||||
default. *Ignored once you've marked any seam by hand* (your seams then define the pieces).
|
||||
- **Connect islands** (on by default) - lays the unwrap out as a **connected net**: pieces that share
|
||||
an edge are unfolded next to each other (a cube becomes a joined net instead of six loose squares).
|
||||
They stay separate islands, so you can still move any of them by hand. Turn off for the classic
|
||||
packed-grid layout.
|
||||
- **Open UV editor** - shows the flattened unwrap in a side pane (see below). Opens *only* when you
|
||||
turn this on - it never pops up on its own.
|
||||
- **Mark seams** / **Path** / **Clear seams** - see [Seams](#seams).
|
||||
- An **Unwrap: N islands, F faces, V verts** read-out tells you what the unwrap actually produced.
|
||||
|
||||
---
|
||||
|
||||
## The UV Editor
|
||||
|
||||
A dockable 2D pane (enable **Open UV editor** on an LSCM layer) showing the flattened unwrap over the
|
||||
height texture. Islands are the flattened pieces; you can rearrange them freely - nothing re-packs them
|
||||
behind your back. Moving an island updates the model **live** (in Fast view it tracks the cursor
|
||||
smoothly, via a shader uniform - no rebuild until you release).
|
||||
|
||||
### Navigation
|
||||
|
||||
| Action | Control |
|
||||
|--------|---------|
|
||||
| Pan | Middle-drag |
|
||||
| Zoom | Mouse wheel (zooms about the cursor) |
|
||||
| Frame everything | **Home** or **F**, or the **Frame** toolbar button |
|
||||
|
||||
### Editing an island
|
||||
|
||||
| Action | Control |
|
||||
|--------|---------|
|
||||
| Select | Left-click an island |
|
||||
| Move | Left-drag |
|
||||
| Rotate | Right-drag, or press **R** then move the mouse (click/Enter to confirm, Esc to cancel) |
|
||||
| Rotate snapped | Hold **Shift** while rotating - snaps to **global** 15° marks (0/15/30...). A protractor dial with tick marks and the current angle is shown. |
|
||||
| Scale | Press **S** then move the mouse (click/Enter to confirm, Esc to cancel) |
|
||||
| Undo / Redo | **Ctrl+Z** / **Ctrl+Shift+Z** or **Ctrl+Y** |
|
||||
|
||||
The **selected** island gets a bold light-green outline and a brighter wireframe; unselected islands
|
||||
are a translucent light-green wash. The texture underneath repeats exactly as it will when baked.
|
||||
A **status line** along the bottom always names the current gesture and the shortcuts in play.
|
||||
|
||||
### Toolbar
|
||||
|
||||
| Button | Action |
|
||||
|--------|--------|
|
||||
| **Frame** | Frame all islands (same as Home). |
|
||||
| **Snap** | Toggle magnetic snapping - a dragged island sticks its boundary to a neighbour's when they come close. |
|
||||
| **Avg scale** | Give every island the same texel density (Blender's "Average Islands Scale"). |
|
||||
| **Cut** | Split the selected island across its long axis (useful for very long islands). |
|
||||
| **Join** | Unfold the selected island onto its nearest neighbour along their shared edge - keeps both as separate islands with their own borders. |
|
||||
| **Unjoin** | Send the selected island back to its own packed position. |
|
||||
|
||||
> **Checker / Distortion in the UV editor:** selecting those View modes also colours the UV pane - a
|
||||
> checker background, or a per-island distortion heatmap - so you can judge stretch in 2D as well as
|
||||
> on the model.
|
||||
|
||||
---
|
||||
|
||||
## Seams
|
||||
|
||||
Seams are edges the unwrap is forced to cut along, on top of whatever the Seam angle cuts - the
|
||||
Blender "mark seam" workflow. They let you control exactly where the unwrap splits.
|
||||
|
||||
Enable **Mark seams** on an active LSCM layer, then:
|
||||
|
||||
- **Click an edge** on the model to mark it (it turns **red**); click a red edge again to unmark it.
|
||||
The edge under the cursor is highlighted **yellow** so you can see what a click will toggle.
|
||||
- **Path mode** (the **Path** checkbox) - for dense meshes where clicking each edge is tedious: click a
|
||||
start point, then an end point, and the whole **shortest path** between them is seamed at once. It
|
||||
chains (each click extends from the last point); the start vertex is shown in **green**.
|
||||
- **Ctrl+drag** rotates/pans the camera while in seam mode.
|
||||
- **Clear seams** removes them all.
|
||||
|
||||
Once any seam is marked, the automatic Seam-angle cutting is disabled so *your* seams define the
|
||||
islands - pieces you leave un-seamed merge together.
|
||||
|
||||
---
|
||||
|
||||
## Adjust placement (on-model)
|
||||
|
||||
**Adjust placement** (on an active layer) lets you position the texture by dragging a handle on the
|
||||
model instead of nudging the Rotation/offset numbers. The handle is a flat panel in the patch's
|
||||
tangent plane (drag anywhere on it to move freely) plus U/V arrows for single-axis nudges. It's
|
||||
anchored to the painted patch, so paint something first.
|
||||
|
||||
---
|
||||
|
||||
## Preparing the mesh: Subdivide & Remesh
|
||||
|
||||
Displacement can only move vertices that exist, so a coarse model needs more of them first.
|
||||
|
||||
### Subdivide
|
||||
|
||||
Splits every triangle into four, **1-5 times** (each step roughly quadruples the triangle count).
|
||||
|
||||
- **Subdivide steps** (1-5) - how many times to split.
|
||||
- **Preview subdivision** - shows the result as a **cyan wireframe** without changing the model.
|
||||
- **Apply** - commits the subdivision to the geometry.
|
||||
- **Done** - ends the preview and leaves the model as it is.
|
||||
|
||||
### Remesh
|
||||
|
||||
Rebuilds the whole model with triangles close to a target edge length - evens out a mesh with wildly
|
||||
varying triangle sizes (CGAL isotropic remeshing).
|
||||
|
||||
- **Target edge (mm)** - desired triangle edge length (seeded to the model's current average).
|
||||
- **Remesh** - splits the big triangles and merges the small ones to that size.
|
||||
|
||||
> Both Subdivide-Apply and Remesh **replace the geometry** and clear any *not-yet-baked* paint on it
|
||||
> (already-baked relief is kept). If you had the mesh **Wireframe** on before, it stays on afterward.
|
||||
|
||||
---
|
||||
|
||||
## Baking & resetting
|
||||
|
||||
- **Bake** - converts the current preview into real, permanent mesh geometry, restricted to the
|
||||
painted area. Runs in the background; the button shows *Baking...* while it works.
|
||||
- **Erase all** - clears the active layer's paint.
|
||||
|
||||
Baking is the exact same algorithm as the **Normal** preview, so what you see is what you get.
|
||||
|
||||
---
|
||||
|
||||
## Controls reference
|
||||
|
||||
### Mouse - 3D view (while painting)
|
||||
|
||||
| Input | Action |
|
||||
|-------|--------|
|
||||
| Left-drag | Paint the active layer |
|
||||
| Ctrl + drag | Rotate / pan the camera (works in seam mode too) |
|
||||
| Wheel | Zoom |
|
||||
|
||||
### Mouse & keys - UV Editor
|
||||
|
||||
| Input | Action |
|
||||
|-------|--------|
|
||||
| Left-click | Select island |
|
||||
| Left-drag | Move island |
|
||||
| Right-drag | Rotate island |
|
||||
| **R** / **S** | Modal rotate / scale (mouse drives it, click or Enter confirms, Esc cancels) |
|
||||
| **Shift** (while rotating) | Snap to global 15° marks |
|
||||
| Middle-drag | Pan |
|
||||
| Wheel | Zoom about cursor |
|
||||
| **Home** / **F** | Frame all islands |
|
||||
| **Ctrl+Z** / **Ctrl+Shift+Z** / **Ctrl+Y** | Undo / redo |
|
||||
|
||||
### Seam mode
|
||||
|
||||
| Input | Action |
|
||||
|-------|--------|
|
||||
| Click edge | Mark / unmark a seam (yellow = hover, red = marked) |
|
||||
| Click (Path mode) | Set start, then seam the shortest path to the next click |
|
||||
| Ctrl + drag | Rotate / pan camera |
|
||||
|
||||
---
|
||||
|
||||
## Tips & limitations
|
||||
|
||||
- **Paint first, then bake.** The preview is free to explore; only Bake changes the real mesh.
|
||||
- **Not enough detail?** Subdivide or Remesh before painting fine textures.
|
||||
- **Inward cuts** (high Midlevel + big Depth) can self-intersect on thin walls or sharp concave
|
||||
corners - keep Depth modest there.
|
||||
- **Fast vs Normal:** Fast preview only shades the relief and shows only the active layer; use it for quick
|
||||
tuning and smooth UV dragging, but trust **Normal**/**Bake** for the exact result.
|
||||
- **Topology changes drop unbaked paint.** Subdivide-Apply, Remesh, and Simplify replace the mesh, and
|
||||
texture-displacement paint isn't remapped across that change (already-baked relief is unaffected).
|
||||
- **Island placements** are tied to the current unwrap. Re-painting or changing the Seam angle can
|
||||
re-segment the charts and renumber them, so a re-unwrap re-lays the connected net and discards
|
||||
hand placements made before it.
|
||||
- **Connect islands** is on by default; turn it off (per layer) for the classic packed-grid layout, or
|
||||
if an unfold looks wrong on an unusual mesh.
|
||||
@@ -24,7 +24,7 @@ endif()
|
||||
# On macOS/Linux OCCT links statically, so an unreferenced toolkit costs build time and no
|
||||
# shipped bytes. The Windows figure is a real DLL cost and has NOT been measured -- an
|
||||
# earlier "3.77 MiB, Windows only" note here covered only two of the three toolkits and is
|
||||
# not a number to quote. See docs/cad_dependency_weight.md.
|
||||
# not a number to quote. See docs/HLSD/design-tab.md.
|
||||
|
||||
if (IN_GIT_REPO)
|
||||
set(OCCT_DIRECTORY_FLAG --directory ${BINARY_DIR_REL}/dep_OCCT-prefix/src/dep_OCCT)
|
||||
|
||||
@@ -151,6 +151,12 @@ elseif(APPLE)
|
||||
# the post-install -add_rpath below.
|
||||
set(_python_ldflags "${_python_arch_flags} -Wl,-headerpad_max_install_names")
|
||||
|
||||
# The macOS 27 SDK declares pipe2() and dup3() as available from macOS 27, so
|
||||
# configure finds them and CPython 3.12 calls them without a runtime check.
|
||||
# Below a macOS 27 deployment target they are weak-linked and resolve to NULL
|
||||
# on older systems, where os.pipe() then segfaults -- in `make install`
|
||||
# (compileall, ensurepip) and in the shipped app alike. Every configure below
|
||||
# keeps the pipe()/dup2() fallbacks (python/cpython#153711).
|
||||
if(IS_CROSS_COMPILE)
|
||||
set(_python_build_tgt --build=${_python_build_arch}-apple-darwin --host=${_python_host_arch}-apple-darwin)
|
||||
set(_python_build_arch_flags "-arch ${_python_build_arch_flag} -mmacosx-version-min=${CMAKE_OSX_DEPLOYMENT_TARGET}")
|
||||
@@ -174,7 +180,8 @@ elseif(APPLE)
|
||||
--enable-shared \
|
||||
--without-static-libpython \
|
||||
--disable-test-modules \
|
||||
--build=${_python_build_arch}-apple-darwin && \
|
||||
--build=${_python_build_arch}-apple-darwin \
|
||||
ac_cv_func_pipe2=no ac_cv_func_dup3=no && \
|
||||
make -j${NPROC} python && \
|
||||
cd '<SOURCE_DIR>' && \
|
||||
env \
|
||||
@@ -191,6 +198,7 @@ elseif(APPLE)
|
||||
--without-static-libpython \
|
||||
--with-openssl='${DESTDIR}' \
|
||||
--disable-test-modules \
|
||||
ac_cv_func_pipe2=no ac_cv_func_dup3=no \
|
||||
${_python_build_tgt} \
|
||||
--with-build-python='${_python_build_python}' \
|
||||
py_cv_module__tkinter=n/a"
|
||||
@@ -213,6 +221,8 @@ elseif(APPLE)
|
||||
--with-openssl=${DESTDIR}
|
||||
--disable-test-modules
|
||||
${_python_build_tgt}
|
||||
ac_cv_func_pipe2=no
|
||||
ac_cv_func_dup3=no
|
||||
# Tcl/Tk 9.0 (e.g. from Homebrew) is incompatible with CPython 3.12's
|
||||
# _tkinter; OrcaSlicer's embedded Python does not need tkinter anyway.
|
||||
py_cv_module__tkinter=n/a
|
||||
|
||||
@@ -1,160 +0,0 @@
|
||||
# Orca-CAD vs Onshape — capability gap analysis
|
||||
|
||||
Generated 2026-07-22 by enumerating the source, not from recollection:
|
||||
`CadFeatureType` and `add_*` in `src/libslic3r/CAD/CadDocument.hpp`, `Tool` in
|
||||
`src/slic3r/GUI/CAD/DesignPanel.hpp`, `Mode` in `src/slic3r/GUI/CAD/DesignSketchTool.hpp`,
|
||||
`SketchConstraintType` + `SketchEntity::Type` in `src/libslic3r/CAD/SketchEngine.hpp`,
|
||||
and the JSON-RPC dispatch in `src/slic3r/GUI/CAD/McpControl.cpp`.
|
||||
|
||||
**Scope note.** Onshape is a cloud PLM platform; Orca is a Design tab inside a
|
||||
slicer. A large share of Onshape's surface (release management, branching, real-time
|
||||
collaboration, FEA, rendering, PDM) is out of scope by construction and is listed
|
||||
separately at the bottom rather than counted as a "missing tool".
|
||||
|
||||
---
|
||||
|
||||
## 1. What Orca already has
|
||||
|
||||
### 2D sketcher — near parity with Onshape
|
||||
This is the strongest area. Very little is missing.
|
||||
|
||||
| Category | Orca |
|
||||
|---|---|
|
||||
| Entities | Line, Polyline, Arc (3-point / tangent / center), Circle (center / 2-point / 3-point), Point, Ellipse, Elliptical arc, B-spline |
|
||||
| Shapes | Rectangle (corner / center / oblique / rounded), Slot, Arc-slot, Polygon |
|
||||
| Edit ops | Fillet, Chamfer, Offset, Mirror, Trim, Extend |
|
||||
| Transforms | Move, Rotate, Scale, Linear array, Polar array |
|
||||
| Constraints (19) | Fix, Coincident, Horizontal, Vertical, Distance, LockX, LockY, EqualLength, Parallel, Perpendicular, Concentric, Tangent, Midpoint, Symmetric, Angle, Radius, Diameter, PointOnLine, PointOnObject |
|
||||
| Dimensions | Length, Diameter, Radius, Angle, Distance, Distance-to-line |
|
||||
|
||||
Solver: vendored SolveSpace (`libslvs`, GPL-3.0) — the same solver lineage as a
|
||||
commercial-grade sketcher.
|
||||
|
||||
### Part features
|
||||
|
||||
| Present | Notes |
|
||||
|---|---|
|
||||
| Extrude | + up-to-face / up-to-point, taper, flip |
|
||||
| Revolve | angle-arc gizmo |
|
||||
| Sweep | along a path |
|
||||
| Loft | multi-profile |
|
||||
| Fillet / Chamfer | edge-level |
|
||||
| Draft | face taper |
|
||||
| Shell | wall thickness + open face |
|
||||
| Hole / Thread | face-aware placement |
|
||||
| Pattern | linear + circular |
|
||||
| Boolean | New / Add / Cut / Intersect, with face-mating |
|
||||
| Cut | plane-based, signed offset |
|
||||
| Datum plane | offset / 2-face / 2-edge derived |
|
||||
| Import | STEP (B-rep) + mesh→B-rep (native mesh2step port) |
|
||||
| Export | STEP (native B-rep, not tessellated) |
|
||||
| Multi-body | + per-body colour |
|
||||
| Section view | with flip |
|
||||
| Undo/redo | full feature-tree recompute |
|
||||
| 3MF persistence | parametric recipe survives save/load |
|
||||
|
||||
### Automation
|
||||
9 MCP JSON-RPC methods: `describe_tools`, `describe_scene`, `query_topology`,
|
||||
`measure`, `slice_body`, `import_step`, `import_mesh`, `validate_against`, plus
|
||||
build actions `extrude`, `revolve`, `fillet`, `chamfer`, `hole`, `boolean`, `pattern`.
|
||||
Onshape's equivalent is its REST API + FeatureScript.
|
||||
|
||||
---
|
||||
|
||||
## 2. Missing tools — ranked by impact
|
||||
|
||||
### Tier 1 — structural absences (whole subsystems)
|
||||
|
||||
**1. Assemblies and mates.** Entirely absent. No assembly document, no mate
|
||||
connectors, no fastened / revolute / slider / cylindrical / planar / ball / pin-slot
|
||||
mates, no assembly patterns, no interference detection, no exploded views.
|
||||
`bool_target_face` / `bool_tool_face` do face-to-face *mating* for a boolean, which
|
||||
is geometric alignment, not a kinematic joint.
|
||||
*Impact:* multi-part products cannot be positioned or validated as a mechanism.
|
||||
*Note:* an MCP-side `align_instance_to_face` / `create_*_mate` vocabulary already
|
||||
exists on the Onshape bridge in this workspace, so the target semantics are known.
|
||||
|
||||
**2. Drawings / 2D documentation.** Absent. No drawing sheets, dimensioned views,
|
||||
section/detail views, GD&T, title blocks, or BOM.
|
||||
*Impact:* nothing manufacturable-by-a-third-party leaves the tool. For 3D printing
|
||||
this matters less than for machining, which is the honest reason it is Tier 1 by
|
||||
CAD convention but arguably Tier 3 for this product.
|
||||
|
||||
**3. Variables, equations, configurations.** Absent — no `add_variable`, no
|
||||
expression evaluation, no configuration table. Every dimension is a literal double.
|
||||
*Impact:* this is the biggest *parametric* gap. "Make this bracket for an M4 vs M5
|
||||
bolt" requires re-editing every dependent feature by hand. Onshape's Variable
|
||||
Studio + configurations are a core differentiator, and this is the cheapest Tier 1
|
||||
item to close for the size of the payoff.
|
||||
|
||||
**4. Surface modelling.** Absent. No surface extrude/revolve/loft/sweep, no fill,
|
||||
knit, trim/extend surface, offset surface, or thicken. Orca is solid-only.
|
||||
*Impact:* organic/complex shapes and repair of imported junk geometry are impossible.
|
||||
OCCT already provides all of it (`TKOffset`, `TKBRep`), so the kernel is not the
|
||||
blocker — only UI and feature plumbing.
|
||||
|
||||
**5. Sheet metal.** Absent. No flange, bend, tab, relief, or flat-pattern unfold.
|
||||
*Impact:* arguably out of scope for an FDM slicer; listed for completeness.
|
||||
|
||||
### Tier 2 — individual features with clear demand
|
||||
|
||||
| Missing | Why it matters | Cheap? |
|
||||
|---|---|---|
|
||||
| **Mirror body** (part-level) | Sketch mirror exists; mirroring a *solid* about a plane does not. Extremely common. | Yes — OCCT `gp_Trsf` mirror + fuse |
|
||||
| **Helix / spiral curve** | No helix ⇒ no springs, no custom threads, no spiral vase geometry. Sweep exists but has no helical path to sweep along. | Yes |
|
||||
| **Move / rotate body as a real feature** | `m_body_xform` exists but is **display-only** (memory #1655) — it never enters the B-rep. Export/boolean see the original position. | Medium |
|
||||
| **Split body** | Cut removes material; splitting one body into two independently-usable bodies is absent. Very relevant for print-in-parts. | Medium |
|
||||
| **Thicken** | Solid from a surface/face offset. | Needs surfaces |
|
||||
| **Rib** | Standard structural feature. | Medium |
|
||||
| **Delete face / move face / replace face** | Direct/dumb-solid editing — the main tool for fixing imported STEP. Given Orca imports STEP *and* meshes, its absence is felt. | Medium |
|
||||
| **Datum axis, coordinate system** | Only datum *planes* exist. Axes are needed for revolve/pattern references. | Yes |
|
||||
| **Mass properties** | `GeometryEngine` computes a volume internally, but there is no volume/mass/COM/inertia readout. For print cost/time estimation this is nearly free to expose. | Yes — trivial |
|
||||
| **Measure tool in the GUI** | `measure` exists over MCP but there is no interactive measure in the UI. | Yes |
|
||||
| **Hole standards library** | Hole exists, but no counterbore/countersink/tapped standards (ISO/ANSI) with callouts. | Medium |
|
||||
| **Project / convert edges into a sketch** | Cannot reference existing solid edges as sketch geometry ("Use" in SolidWorks). A significant sketcher gap given everything else is present. | Medium |
|
||||
| **Construction geometry** | Could not confirm a construction/reference-line flag on sketch entities. | Yes if absent |
|
||||
| **Curve tools** | Projected curve, bridging curve, composite curve, 3D fit spline. | Medium |
|
||||
| **Pattern on curve / pattern faces** | Pattern is linear + circular of whole bodies only; no curve-driven pattern, no feature/face pattern. | Medium |
|
||||
| **Wrap / emboss** | Text or sketch wrapped onto a curved face. | Hard |
|
||||
| **Enclose** | Solid from bounded void regions. | Medium |
|
||||
|
||||
### Tier 3 — platform capabilities (out of scope by construction)
|
||||
|
||||
Version control with branching/merging, release management, real-time multi-user
|
||||
collaboration, cloud PDM, FeatureScript custom-feature authoring, simulation/FEA,
|
||||
photorealistic rendering, app store/integrations. These are Onshape-the-platform,
|
||||
not Onshape-the-modeller. Not defects in Orca.
|
||||
|
||||
---
|
||||
|
||||
## 3. Recommended priority
|
||||
|
||||
If the goal is "credible parametric CAD inside a slicer", the ordering that buys
|
||||
the most capability per unit of work:
|
||||
|
||||
1. **Variables + expressions** — unlocks genuine parametric reuse; no new kernel work.
|
||||
2. **Mass properties + GUI measure** — nearly free, immediately useful for printing.
|
||||
3. **Mirror body, datum axis, helix** — small, self-contained, high-frequency features.
|
||||
4. **Promote move/rotate body from display-only to a real B-rep feature** — closes a
|
||||
correctness gap, not just a missing tool (exports currently disagree with the view).
|
||||
5. **Split body** — high value for print-in-parts workflows.
|
||||
6. **Project edges into sketch** — the sketcher's most conspicuous hole.
|
||||
7. **Surface modelling** — large, but OCCT already ships the algorithms.
|
||||
8. **Assemblies** — largest effort; only worth it if Orca targets multi-part products.
|
||||
|
||||
Deliberately last: drawings and sheet metal — high cost, low relevance to an
|
||||
FDM-oriented tool.
|
||||
|
||||
---
|
||||
|
||||
## 4. Honest summary
|
||||
|
||||
Orca's **sketcher is at or near Onshape parity**, and its **solid feature set
|
||||
covers the mainstream modelling path** (sketch → extrude/revolve/sweep/loft →
|
||||
dress-up → boolean/pattern). What is absent is *breadth*: assemblies, surfaces,
|
||||
sheet metal, drawings, and — most importantly for a tool calling itself parametric —
|
||||
**variables and configurations**.
|
||||
|
||||
The single most defensible criticism is #3: without variables, the feature tree is
|
||||
parametric in *structure* but not in *value*, so the promise of "change one number
|
||||
and the model updates" is only half delivered.
|
||||
@@ -1,136 +0,0 @@
|
||||
# Dependency weight of the Design/CAD subsystem
|
||||
|
||||
What the Design tab actually costs a maintainer who merges it. Written to be checkable:
|
||||
every number below is reproducible with the command that produced it, and the places where
|
||||
a number is still missing say so instead of guessing.
|
||||
|
||||
Measured on Linux x86_64, OCCT V7_6_0, in the `snapmaker-deps` build image.
|
||||
|
||||
## Summary
|
||||
|
||||
| | Cost |
|
||||
|---|---|
|
||||
| New third-party dependencies | **none** |
|
||||
| OCCT build flag | `BUILD_MODULE_ModelingAlgorithms=ON` |
|
||||
| Extra OCCT toolkits *built* | 3 (TKFillet, TKOffset, TKFeat) |
|
||||
| Extra OCCT toolkits *linked* | 2 (TKFillet, TKOffset) |
|
||||
| Vendored code | `src/libslic3r/slvs`, 9,339 lines, 380 KiB, GPLv3 |
|
||||
| Own object code | 6.79 MiB unstripped `.o` (7.13 MiB with the solver) |
|
||||
|
||||
OCCT is **already** an upstream dependency — Orca uses it for STEP import. The Design tab
|
||||
does not add a library; it turns on one more OCCT module.
|
||||
|
||||
## The OCCT module flag
|
||||
|
||||
`deps/OCCT/OCCT.cmake` gates the module on `SLIC3R_CAD`:
|
||||
|
||||
```cmake
|
||||
-DBUILD_MODULE_ModelingAlgorithms=${SLIC3R_CAD} # was hard-coded OFF
|
||||
```
|
||||
|
||||
With `SLIC3R_CAD=OFF` the deps prefix matches upstream exactly.
|
||||
|
||||
`ModelingAlgorithms` contains 12 toolkits, but **most were already being built**, because
|
||||
`DataExchange` — the STEP path upstream already ships — depends on them. The honest delta is
|
||||
only the toolkits that DataExchange's dependency closure does *not* reach:
|
||||
|
||||
```
|
||||
ModelingAlgorithms = TKGeomAlgo TKTopAlgo TKPrim TKBO TKBool TKHLR
|
||||
TKFillet TKOffset TKFeat TKMesh TKXMesh TKShHealing
|
||||
|
||||
already required by DataExchange: TKBO TKBool TKGeomAlgo TKHLR TKMesh
|
||||
TKPrim TKShHealing TKTopAlgo
|
||||
true delta: TKFeat TKFillet TKOffset TKXMesh
|
||||
```
|
||||
|
||||
Reproduce by walking `adm/MODULES` and each toolkit's `src/<TK>/EXTERNLIB` in the OCCT
|
||||
source tree.
|
||||
|
||||
### Sizes of the delta toolkits
|
||||
|
||||
Static archives in the deps prefix. These are *build artifacts*, not shipped bytes — a
|
||||
static link pulls in only the objects it references:
|
||||
|
||||
| Toolkit | Archive | Referenced by the Design tab? |
|
||||
|---|---|---|
|
||||
| TKFillet | 7.40 MiB | yes — `BRepFilletAPI` |
|
||||
| TKOffset | 5.38 MiB | yes — `BRepOffsetAPI`, `BRepOffset_` |
|
||||
| TKFeat | 4.42 MiB | **no** |
|
||||
| TKXMesh | — | not produced at all |
|
||||
|
||||
TKFeat is worth calling out: nothing in the Design tab references it, and it is absent from
|
||||
the `TKFillet`/`TKOffset` dependency closure, so it is built for nothing. OCCT's module flag
|
||||
is all-or-nothing per module, which is why it comes along. It costs build time and zero
|
||||
shipped bytes on any platform that links OCCT statically.
|
||||
|
||||
**A correction to the record.** The comment in `deps/OCCT/OCCT.cmake` and the earlier
|
||||
summary both said the delta was "TKFillet + TKOffset — 3.77 MiB, Windows only". The toolkit
|
||||
list was incomplete: TKFeat is built too. The 3.77 MiB figure covers 2 of the 3 built
|
||||
toolkits and has not been re-derived here — see the gap below.
|
||||
|
||||
## What is not measured yet
|
||||
|
||||
Two numbers a maintainer may reasonably ask for are **not** in this document, because
|
||||
producing them honestly needs a build this machine cannot do:
|
||||
|
||||
1. **Windows DLL delta.** OCCT builds shared on Windows, so the shipped cost there is real
|
||||
DLL bytes rather than linker-selected objects. That needs a Windows build to size —
|
||||
tracked as the cross-platform build proof (`gix`).
|
||||
2. **Clean-build time delta.** Measuring it means building the deps prefix twice, with the
|
||||
flag ON and OFF, on the same machine. The incremental figures from day-to-day work do not
|
||||
answer the question and are not offered as if they did.
|
||||
|
||||
Do not quote a number for either until it has been measured.
|
||||
|
||||
## Vendored solver
|
||||
|
||||
`src/libslic3r/slvs` — the 2D sketch constraint solver extracted from SolveSpace.
|
||||
|
||||
- 19 files: 8 `.cpp`, 11 `.h`, plus `LICENSE`
|
||||
- 9,339 lines, 380 KiB of source, 0.34 MiB of object code
|
||||
- **GPLv3**, `LICENSE` preserved verbatim in the vendored directory
|
||||
|
||||
The fork is **AGPLv3**. GPLv3 code combines into an AGPLv3 work without difficulty: AGPLv3
|
||||
§13 provides explicit compatibility in that direction. No licence question to resolve.
|
||||
|
||||
It is live code, not a carried corpse — `SketchSolver.cpp` is its only consumer and drives
|
||||
every sketch constraint in the Design tab.
|
||||
|
||||
## Own code
|
||||
|
||||
Object sizes from the release build (unstripped, so these include debug information and
|
||||
overstate the shipped contribution):
|
||||
|
||||
| Object | Size |
|
||||
|---|---|
|
||||
| DesignPanel.o | 2.22 MiB |
|
||||
| McpControl.o | 1.69 MiB |
|
||||
| DesignSketchTool.o | 0.88 MiB |
|
||||
| CadDocument.o | 0.76 MiB |
|
||||
| SketchEngine.o | 0.40 MiB |
|
||||
| DesignCanvas.o | 0.37 MiB |
|
||||
| GeometryEngine.o | 0.32 MiB |
|
||||
| SketchSolver.o | 0.15 MiB |
|
||||
| slvs (all objects) | 0.34 MiB |
|
||||
| **total** | **7.13 MiB** |
|
||||
|
||||
For scale, the linked binary is 137.1 MiB.
|
||||
|
||||
## Reproducing
|
||||
|
||||
```bash
|
||||
# toolkit membership and dependency closure
|
||||
R=<occt-source>
|
||||
cat $R/adm/MODULES # module -> toolkits
|
||||
cat $R/src/<TK>/EXTERNLIB # toolkit -> its dependencies
|
||||
|
||||
# archive sizes
|
||||
ls -l <deps-prefix>/lib/libTK{Fillet,Offset,Feat}.a
|
||||
|
||||
# what the Design tab actually references
|
||||
grep -rE 'BRepFilletAPI|BRepOffsetAPI|BRepOffset_|BRepFeat' src/libslic3r/
|
||||
|
||||
# vendored solver
|
||||
wc -l src/libslic3r/slvs/*.cpp src/libslic3r/slvs/**/*.h
|
||||
head -3 src/libslic3r/slvs/LICENSE
|
||||
```
|
||||
@@ -1,704 +0,0 @@
|
||||
# Orca-CAD — UX guidelines and design charter
|
||||
|
||||
Status: proposed, v1. Owner: design working group. Applies to the Design tab —
|
||||
the parametric CAD environment inside OrcaSlicer.
|
||||
|
||||
This document is a **review instrument**, not an essay. Sections 3–9 are written
|
||||
so that a reviewer can hold a pull request against them and get a yes or a no.
|
||||
If a rule here cannot be failed, it is badly written and should be rewritten.
|
||||
|
||||
---
|
||||
|
||||
## 1. Why this exists
|
||||
|
||||
A CAD tool acquires its interface by accretion. Every feature arrives needing
|
||||
"just one more field", the side panel is the cheapest place to put it, and after
|
||||
forty features the product is FreeCAD: complete, respected, and abandoned by
|
||||
almost everyone who opens it once. That end state is not a failure of any single
|
||||
decision. It is the sum of forty locally reasonable ones taken without a written
|
||||
rule to violate.
|
||||
|
||||
So we write the rule down first, and we make additions argue against it.
|
||||
|
||||
## 2. Product thesis
|
||||
|
||||
**Orca-CAD is a modelling space for people who want a part, inside the tool that
|
||||
prints it.**
|
||||
|
||||
Three audiences, one interface:
|
||||
|
||||
- **The fourteen-year-old on a school laptop.** Free software, on the machine
|
||||
they already have, with no account, no subscription, no licence and no
|
||||
tutorial. They open the tab because they want a bracket for a bike light, and
|
||||
an hour later it is printing. This is not the charity case at the bottom of
|
||||
the list — it is the reason the project is worth doing. A CAD tool that only
|
||||
the equipped can run is a tool for people who were already going to design
|
||||
something; this one has to be a creative instrument in the hands of someone
|
||||
who did not yet know they could make things. Everything in §6.1 exists to
|
||||
keep that door open, and nothing gets to close it for the convenience of the
|
||||
other two audiences.
|
||||
- **The maker** who has an idea and a printer, and who has bounced off FreeCAD.
|
||||
They should be modelling something real within ten minutes of first opening
|
||||
the tab, without a tutorial, without knowing the word "constraint".
|
||||
- **The mechanical designer** who needs assemblies, mates, exploded views,
|
||||
variables, and a feature history they can edit six months later. They should
|
||||
not have to leave for SolidWorks the moment the work gets serious.
|
||||
|
||||
The order matters. When a decision helps one audience and hurts another, the
|
||||
earlier one wins unless there is a written argument for why not.
|
||||
|
||||
The reference for *how it feels* is Shapr3D: direct, gestural, quiet, almost no
|
||||
chrome, depth revealed by what you touch rather than by what is on screen. The
|
||||
anti-references are Blender (a modal keyboard language you must learn before the
|
||||
first success) and FreeCAD (a workbench-and-dialog architecture where the
|
||||
geometry is a preview of a form you fill in elsewhere).
|
||||
|
||||
We are not cloning Shapr3D's feature set. We are adopting its *interaction
|
||||
economy*: the smallest number of visible controls that still makes an expert
|
||||
fast.
|
||||
|
||||
**And one thing neither reference has:** Orca-CAD lives inside a slicer. The
|
||||
plate, the nozzle, the material and the print constraints are known to the
|
||||
application at design time. Designing for print is not a plugin here, it is the
|
||||
home advantage. Where a rule below trades generality for print-awareness, it
|
||||
trades in favour of print-awareness.
|
||||
|
||||
## 3. The laws
|
||||
|
||||
Non-negotiable. A change that breaks one of these does not get merged on the
|
||||
grounds that it was easier, that the alternative is more work, or that another
|
||||
CAD does it that way. Each law carries a test — the question a reviewer asks.
|
||||
|
||||
### L1 — Geometry first: you point, then you act
|
||||
|
||||
Controls live **on the geometry**: handles, arrows, points, small circles and
|
||||
boxes, with an inline label tab for typed values. Not in a side panel of combos
|
||||
and spin fields.
|
||||
|
||||
The canonical gesture: **select a face or plane in the viewport, then click the
|
||||
sketch tool.** Never: click the sketch tool, then choose a plane from a list.
|
||||
The tool consumes what you pointed at — and, better still, the thing you pointed
|
||||
at offers the tool itself (§4).
|
||||
|
||||
> **Test.** Can the operation be performed start to finish without the pointer
|
||||
> leaving the viewport, except to press the tool itself? If a control had to be
|
||||
> added to a panel to make it work, the design is not finished.
|
||||
|
||||
This is the law the others serve. It was stated after two proposals in a row
|
||||
reached for a dropdown, and the failure mode it names is real and recurrent: a
|
||||
fix that "adds a row to the plane combo" is the side-panel pattern wearing a
|
||||
different hat.
|
||||
|
||||
### L2 — Everything draggable is typable, and everything typable is draggable
|
||||
|
||||
Any value produced by direct manipulation (a fillet radius, an extrude depth, a
|
||||
pattern spacing, a plane offset) shows a live label on the geometry, and that
|
||||
label is an editable field. Any value entered numerically has a corresponding
|
||||
handle in the viewport.
|
||||
|
||||
Dragging is for finding the answer. Typing is for committing to it. A tool that
|
||||
offers only one of the two is half a tool.
|
||||
|
||||
> **Test.** Point at the number the tool produces. Can you drag it? Can you
|
||||
> click it and type? Both must be yes.
|
||||
|
||||
### L3 — Noun then verb, always the same way round
|
||||
|
||||
Selection precedes action, without exception, across sketch tools, features,
|
||||
dress-up, booleans and mates. There is no tool in the product that is armed
|
||||
first and asks for its input afterwards.
|
||||
|
||||
> **Test.** Does this tool work if the user has already selected the thing they
|
||||
> want it applied to? Does it work *only* that way?
|
||||
|
||||
### L4 — No modal dialog in the modelling loop
|
||||
|
||||
Dialogs belong to document-level actions: open, save, import, export, preferences.
|
||||
Modelling never opens one. A feature that needs three values gets three labels on
|
||||
the geometry, not a form; a feature that needs confirming gets a ghost preview and
|
||||
a confirm/cancel puck in the scene beside it (§4.2) — an object, not a window: the
|
||||
camera still orbits, the values are still editable, nothing is blocked.
|
||||
|
||||
> **Test.** Between starting an operation and seeing its result, does a window
|
||||
> appear that must be dismissed? If yes, redesign.
|
||||
|
||||
### L5 — One click, one visible change
|
||||
|
||||
Every click either changes what is on screen or tells the user why it did not.
|
||||
A click that opens something invisible, arms an invisible state, or requires a
|
||||
second identical click to have any effect is a defect, not a design.
|
||||
|
||||
This law exists because we shipped its violation twice. Sketch-tool family
|
||||
buttons were flyouts whose first click only rendered a pressed state — three
|
||||
separate sessions filed bugs against tools that were working. Solid picking used
|
||||
a click *cycle* (first click selects the body, second refines to the face), so
|
||||
sketching on a face appeared broken to anyone who clicked a face once, the way
|
||||
every human does.
|
||||
|
||||
> **Test.** Perform the gesture exactly once, as a first-time user would. Take a
|
||||
> screenshot. Is the state visibly different, and is the difference the one the
|
||||
> user intended?
|
||||
|
||||
### L6 — The default is the answer four times out of five
|
||||
|
||||
Every option that has a default must have the *common* answer as its default,
|
||||
measured against real parts, not against generality. "New body" as the default
|
||||
result of an extrude is wrong: most extrudes join. Radius as the input for a
|
||||
circle is wrong: drawings give diameter.
|
||||
|
||||
> **Test.** Take ten real parts. In how many is the default correct? Below eight,
|
||||
> change the default or infer it from context.
|
||||
|
||||
### L7 — Errors are caught before the commit, in the user's words
|
||||
|
||||
A self-intersecting profile, a cut that removes no material, a wall thinner than
|
||||
the nozzle: these are reported at the moment they become knowable, on the
|
||||
geometry that is wrong, phrased as what happened and what to do — not as a kernel
|
||||
exception after the fact, and never silently.
|
||||
|
||||
> **Test.** Is the failure detectable before the user commits? Then it must be
|
||||
> reported before the user commits. Read the message aloud: does it name a thing
|
||||
> the user can see and an action they can take?
|
||||
|
||||
### L8 — The camera is the application's job
|
||||
|
||||
Selecting a sketch plane orients the view to it. Committing a feature does not
|
||||
throw the camera away. Zoom-to-fit exists and is one keystroke. The user is never
|
||||
required to fight the view in order to reach the geometry, and orbit is bound to
|
||||
the gesture people actually try.
|
||||
|
||||
> **Test.** Count camera manipulations in a representative modelling session.
|
||||
> Any camera action the application could have performed for the user is a bug.
|
||||
|
||||
### L9 — Accessible by construction, not by retrofit
|
||||
|
||||
The floor, applied to every new interaction (details in §6.2): full keyboard
|
||||
reach, no meaning carried by colour alone, hit targets that survive a shaky hand
|
||||
and a HiDPI screen, legible labels over an arbitrary 3D background, no gesture
|
||||
that depends on timing.
|
||||
|
||||
> **Test.** Drive the whole interaction from the keyboard. Then drive it in
|
||||
> greyscale. Both must work.
|
||||
|
||||
### L10 — Vocabulary from the drawing office
|
||||
|
||||
Names come from the language of people who make parts: fillet, chamfer, boss,
|
||||
rib, counterbore, mate, exploded view. Not from the kernel (no "boolean
|
||||
subtract", no "B-rep"), not from invented product-speak. Where the drawing-office
|
||||
word and the beginner's word differ, use the drawing-office word and make the
|
||||
tooltip teach it — an approachable tool that leaves the user unable to talk to a
|
||||
machinist has failed them.
|
||||
|
||||
> **Test.** Would a shop-floor engineer recognise this word? Would a first-time
|
||||
> user be able to look it up and find a real definition?
|
||||
|
||||
### L11 — The floor is a school laptop, and nothing is behind a door
|
||||
|
||||
The product runs, completely, on a low-end laptop with integrated graphics and a
|
||||
small screen, offline, with no account, no subscription and no feature withheld.
|
||||
No capability in this document is reserved for a paid tier, a cloud service, a
|
||||
plugin, or a machine with a discrete GPU — there is one product and everybody
|
||||
gets all of it.
|
||||
|
||||
> **Test.** On the reference low-end machine (§6.1), at 1366×768, with the
|
||||
> network cable pulled and no account ever created: does this feature work, and
|
||||
> is it usable at an honest frame rate? Any "no" is a defect, not a limitation.
|
||||
|
||||
## 4. Interaction grammar — object-driven
|
||||
|
||||
The rules above compose into one sentence the whole product obeys:
|
||||
|
||||
> **Point at geometry → the geometry offers what can be done to it → choose the
|
||||
> tool → manipulate handles and type exact values → confirm or cancel.**
|
||||
|
||||
The selection does not merely feed the tool. **The selection determines which
|
||||
tools exist.** Pick a planar face and the product shows you the small set of
|
||||
things a planar face can become — sketch on it, extrude it, hole it, shell it,
|
||||
put a datum on it. Pick an edge and that set is fillet, chamfer, and the sketch
|
||||
tools that can use it as a reference. Nothing else is offered, because nothing
|
||||
else is possible.
|
||||
|
||||
This is the single largest thing we can do for a first-time user, and it is
|
||||
worth stating as the reason: a beginner's difficulty is not operating a tool,
|
||||
it is **not knowing which tools apply to what they are looking at**. A palette
|
||||
of sixty icons answers a question they cannot yet ask. A face that offers its
|
||||
own five verbs teaches the model of the product by using it. It also removes an
|
||||
entire class of failure — a tool that silently does nothing because the
|
||||
selection was wrong can no longer be reached.
|
||||
|
||||
### 4.1 The offer, and the one thing that makes it work
|
||||
|
||||
The flow, in full:
|
||||
|
||||
> **left-click the geometry to select it → right-click to open the offer → a
|
||||
> vertical list, always in the same order, each row an icon, a name and its
|
||||
> keyboard shortcut → click.**
|
||||
|
||||
- **Selecting and acting are separate gestures.** Left-click only ever selects,
|
||||
so pointing at things is quiet — nothing pops up while you look around.
|
||||
Right-click on the selection opens the offer, at the pointer, over the
|
||||
geometry it acts on.
|
||||
- **Order is fixed and it is the whole point.** A verb occupies one permanent
|
||||
row, and that row is the same in every selection where the verb appears.
|
||||
Dress-up is the fourth row on an edge, on a face, on a body, on the day the
|
||||
product ships and two years later. The hand learns the position; the eye stops
|
||||
being needed.
|
||||
- **What does not apply is DISABLED IN PLACE, never removed.** This is the
|
||||
single strongest thing the list does, and it is why it beat the radial we
|
||||
drew first: a greyed row still carries its name *and the reason it is grey* —
|
||||
"Create a sketch, or pick a solid face, first", "Create a solid body to
|
||||
pattern first" — in the words the product already ships. On a first-run
|
||||
document the offer is therefore not a mostly-empty control but a map of what
|
||||
the product does and what you have to do first.
|
||||
- **It is an accelerator, not a toll gate.** The toolbar and the single-letter
|
||||
shortcuts keep working exactly as they do now, and pressing a tool directly
|
||||
consumes the same selection (L3). An expert never has to open the offer; a
|
||||
beginner never has to know the toolbar exists. Both routes land in the same
|
||||
place — this is the only way one interface serves §2's three audiences.
|
||||
- **Every row shows its keyboard shortcut**, right-aligned so the keys stack
|
||||
into a column the eye learns without trying, beside the icon and the
|
||||
drawing-office word (L10). This is deliberate: the offer is the path by which
|
||||
a user stops needing the offer. You reach for fillet in its row, the row says
|
||||
"F", and one day your hand types F before the menu has finished opening. A
|
||||
menu that teaches its own shortcut is how a beginner becomes the power user
|
||||
who never opens it — the same interface at two speeds, with no "advanced mode"
|
||||
between them (§7).
|
||||
- **A family with more than one applicable verb opens a submenu** to the side,
|
||||
in its own fixed order. A family with exactly one shows that verb directly, so
|
||||
the common path is never one click longer than it needs to be.
|
||||
- **It never blocks the view of what it acts on**: it opens beside the pick,
|
||||
never over it, with a thin leader back to the point it belongs to, and it
|
||||
dismisses the moment the selection changes.
|
||||
- **The header names what is selected** ("Top face · Body 1"), because a user
|
||||
who mis-picked should find that out before choosing a verb, not after.
|
||||
|
||||
#### Opening the offer on every machine
|
||||
|
||||
Right-click is the primary gesture and every platform must have a first-class
|
||||
equivalent — this is a reach requirement (L11), not a nicety:
|
||||
|
||||
| Input | Gesture |
|
||||
|---|---|
|
||||
| Two-button mouse | right-click |
|
||||
| Trackpad | two-finger tap (the OS-standard secondary click) |
|
||||
| macOS, one-button mouse | **long-press**, and Ctrl-click, which is the platform convention |
|
||||
| Keyboard | the Menu key, or Shift+F10, on the current selection |
|
||||
| Touch / pen | long-press |
|
||||
|
||||
The long-press is an **additional** route, never the only one — §6.2 forbids
|
||||
press-and-hold as a sole path to a function, and it stays forbidden. Every
|
||||
opening gesture is reachable at least two ways on every platform, and the
|
||||
keyboard route exists everywhere. A long-press must show that it is charging
|
||||
(a growing ring under the finger) so a user who holds too briefly learns why
|
||||
nothing happened rather than concluding the product is broken (L5).
|
||||
|
||||
#### The row-constancy invariant
|
||||
|
||||
This is the rule that has to survive every future feature, so it is written as
|
||||
an invariant rather than as advice:
|
||||
|
||||
> **Every verb has exactly one row index in the offer. That index is identical
|
||||
> for every selection type in which the verb appears. Verbs that do not apply to
|
||||
> the current selection are DISABLED IN PLACE, with their reason — the offer is
|
||||
> never compacted, re-sorted or re-ordered. Adding a verb never changes the
|
||||
> index of an existing one.**
|
||||
|
||||
Two consequences the group must accept together with the invariant:
|
||||
|
||||
- **No adaptive ordering. Ever.** Not most-used-first, not recently-used-first,
|
||||
not per-selection frequency. An offer that rearranges itself to be helpful
|
||||
destroys the only thing that made it fast, and it does so precisely for the
|
||||
user who has just started to learn it. (Office 2000's adaptive menus are the
|
||||
textbook case; they were removed.)
|
||||
- **Greyed rows are the price, and they are cheap.** A compacted menu is shorter
|
||||
and unlearnable. A constant one is a few rows longer, teaches while it waits,
|
||||
and is memorised in a week.
|
||||
|
||||
#### The map — RATIFIED 2026-07-31
|
||||
|
||||
The invariant is not negotiable, and as of 2026-07-31 neither is the assignment:
|
||||
the row order below is **ratified**. It was argued once; it is not argued again.
|
||||
Changing an index from here on is a breaking change to every user's muscle
|
||||
memory and needs the group, not a pull request (§9 q12).
|
||||
|
||||
Eight families, ordered so the sequence itself has a logic: material is created,
|
||||
grows, is taken away, is refined, is repeated, is moved, is referred to, is
|
||||
edited.
|
||||
|
||||
| Row | Family | On a face | On an edge | On a body | On text/art |
|
||||
|---|---|---|---|---|---|
|
||||
| **1** | Create | Sketch on it | — | — | Edit text |
|
||||
| **2** | Add material | Extrude, thicken | — | Combine, thicken | Extrude |
|
||||
| **3** | Remove | Hole, shell | Thread | Shell, cut, split | — |
|
||||
| **4** | Dress-up | Draft | Fillet, chamfer | Fillet, chamfer | — |
|
||||
| **5** | Repeat | Pattern | Pattern along it | Pattern, mirror | Pattern |
|
||||
| **6** | Transform | Align to, mate | — | Move, mate | Move, size |
|
||||
| **7** | Reference | Plane, axis, measure | Axis, measure | Project, measure, mass | — |
|
||||
| **8** | Modify | Delete face, edit | — | Edit, colour, delete | Replace art |
|
||||
|
||||
A dash means the row is drawn greyed for that selection, with its reason.
|
||||
|
||||
The authoritative version of this table is **`docs/ux/tool_atlas.json`**, which
|
||||
carries all 52 verbs with their preconditions and their refusal strings, taken
|
||||
from the code rather than from memory. Every state it produces — 20 selection
|
||||
kinds × 2 document states, 40 primary menus and 73 submenus — is rendered by
|
||||
`docs/ux/mockups/gen_offer_mockups.py` into `docs/ux/offer_atlas.html`. Read the
|
||||
atlas before proposing a change to the map; the generator refuses to render an
|
||||
address collision, so the map cannot silently rot.
|
||||
|
||||
#### Rejected: the radial ring
|
||||
|
||||
The first design put the eight families at eight compass points around the pick.
|
||||
It is recorded here because it is a good idea that loses on evidence, and
|
||||
someone will propose it again:
|
||||
|
||||
- an inapplicable slot could only be drawn empty, and **an empty slot says
|
||||
nothing** — the reason text above has nowhere to live;
|
||||
- the measured fill was **3.45 of 8 slots**, so most of the control was blank
|
||||
most of the time, and on a fresh document only two of eight were live;
|
||||
- sketch-mode *Create* needs **nine** addresses; eight forced two primitives
|
||||
behind a "More" slot, and a ninth position costs the 45° spacing that made the
|
||||
ring worth having;
|
||||
- long translated names do not fit around a circle, and screen readers and arrow
|
||||
keys need bespoke handling a list gets for free;
|
||||
- a 380 px disc over the model costs more on a 1366×768 screen than a 324 px
|
||||
list beside it (§6.1).
|
||||
|
||||
What it kept — equidistant targets and a future flick gesture — buys little in a
|
||||
product whose experts live on the keyboard by design.
|
||||
|
||||
### 4.2 Confirm and cancel are objects, not gestures
|
||||
|
||||
The old rule — click empty space to commit — is withdrawn. It was an invisible
|
||||
gesture with a destructive meaning: nothing on screen said it, and a stray click
|
||||
committed a feature the user was still adjusting. That is exactly what L5
|
||||
forbids, and it is hostile to the audience §6.1 exists for.
|
||||
|
||||
- **A pending feature carries a confirm/cancel puck**, attached to the geometry
|
||||
it is editing, next to its handles: ✓ commits, ✗ discards. Enter and Escape
|
||||
mirror them for the keyboard (L9). It is drawn where the user's attention
|
||||
already is, and it is the only thing in the viewport that commits.
|
||||
- **Empty space now means "clear the selection"** — the safe meaning, and the
|
||||
same meaning everywhere.
|
||||
- **This is not a dialog** (L4). It is two objects in the scene, on the
|
||||
geometry, non-modal: the camera still orbits, the tree is still there, the
|
||||
values are still editable while it waits.
|
||||
- **Continuous tools do not ask.** Drawing a line, a rectangle, a circle commits
|
||||
each entity as its own gesture completes — a ✓ per line would destroy the
|
||||
inner loop. The puck belongs to *features* (extrude, fillet, hole, pattern,
|
||||
mate) and to sketch edits that hold a pending state. Enter/Escape end a
|
||||
continuous tool rather than confirming an entity.
|
||||
- **Ambiguity resolves toward keeping work, never toward losing it.** Starting
|
||||
another operation while a valid feature is pending commits it rather than
|
||||
discarding it; if it is not valid, the product says why (L7) and keeps it
|
||||
pending. Since undo reaches everything (§6.1), the recoverable direction is
|
||||
always the right default.
|
||||
|
||||
### 4.3 The rest of the grammar
|
||||
|
||||
- **The status line is one imperative sentence** naming what the tool wants
|
||||
next, and it names the target when the target came from a selection
|
||||
("Circle — click centre, then radius · on the picked face"). It is the
|
||||
authoritative feedback surface for the armed tool; the toolbar is not.
|
||||
- **Hover previews, click commits.** A hover shows the ghost of what a click
|
||||
would do wherever this is cheap to compute.
|
||||
- **Selection is persistent and visible** until consumed or cleared. A tool that
|
||||
consumes a selection clears it, so the next feature cannot silently inherit it.
|
||||
- **Every gesture is undoable**, and the feature tree is editable history, not a
|
||||
log. Re-editing a feature re-enters the same on-geometry interaction that
|
||||
created it — including its offer and its puck.
|
||||
|
||||
## 5. Layout and screen budget
|
||||
|
||||
The viewport is the application. Chrome is a tax on it.
|
||||
|
||||
- **One toolbar**, contextual to the mode (model / sketch). Tools are grouped by
|
||||
what they make, not by which subsystem implements them.
|
||||
- **A left rail for the document, not for parameters**: feature tree, bodies,
|
||||
variables. It answers "what exists", never "what value should this be".
|
||||
- **No parameter panel.** Where one exists today it is technical debt with a
|
||||
scheduled removal (§10).
|
||||
- **Print context is ambient**, not a panel: the plate is visible in the design
|
||||
space, and print-domain warnings appear on the geometry that will fail.
|
||||
- **Nothing is added to permanent chrome without removing something**, or
|
||||
demonstrating that the addition is used in the majority of sessions.
|
||||
- **The budget is set by the smallest screen we serve**, 1366×768 (§6.1) — not
|
||||
by the reviewer's monitor. Chrome that fits a 27-inch display and swallows a
|
||||
laptop's has not fitted, it has just failed somewhere the author cannot see.
|
||||
|
||||
## 6. Accessibility — reach first, then the assistive floor
|
||||
|
||||
"Accessible" means two different things and the product owes both. §6.1 is about
|
||||
**who can get in at all**; §6.2 is about **who can operate it once inside**.
|
||||
Neither is a phase. Both are merge requirements.
|
||||
|
||||
### 6.1 Reach — the door has to be open
|
||||
|
||||
The premise of the whole project: someone with no money, no licence, no account,
|
||||
no fast machine and no teacher can open this and make a real thing. Free
|
||||
software on a school laptop is the only path to a CAD tool that reaches people
|
||||
who were never going to be handed one. If a design decision quietly raises the
|
||||
cost of entry, it has broken the premise, however elegant it is.
|
||||
|
||||
- **The reference machine.** A 5-year-old laptop: dual/quad-core CPU,
|
||||
**integrated graphics**, 8 GB RAM, **1366×768** screen, no discrete GPU. The
|
||||
Design tab must be usable there, and any interaction that needs more is a
|
||||
design failure to be solved, not a requirement to be documented. The GPU path
|
||||
degrades gracefully to software rendering rather than refusing to start; the
|
||||
viewport stays interactive while the kernel thinks.
|
||||
- **1366×768 is the layout target, not the stretch case.** A form-heavy side
|
||||
panel is not merely inelegant on that screen — it takes the model off it.
|
||||
This is the second, independent argument for the whole of L1 and §5.
|
||||
- **No account, no cloud, no connection.** The product works forever with the
|
||||
network unplugged. Nothing is uploaded, no sign-in gates any feature, no
|
||||
telemetry is required to use it. A school network that blocks everything must
|
||||
not be able to block this.
|
||||
- **No tier, no plugin wall, no "pro".** Every feature named in this document is
|
||||
in the product everyone downloads. Assemblies and exploded views are not the
|
||||
paid half.
|
||||
- **Files belong to the user**, on their disk, in a format that outlives the
|
||||
project: the design travels inside the ordinary project file, and the geometry
|
||||
exports to STEP and mesh formats anyone can open.
|
||||
- **Learnable without instruction.** The first solid comes with no
|
||||
documentation, no video and no tutorial mode — from noticing that a face can
|
||||
be clicked. Tooltips teach the vocabulary (L10) at the moment it is needed;
|
||||
nothing is explained in a manual the user will never open.
|
||||
- **Plain language at the entry tier.** The Make tier speaks in words a
|
||||
thirteen-year-old reads without stopping. Precision comes with the tier that
|
||||
needs it, and everything is translated, because "accessible" in English only
|
||||
is not accessible.
|
||||
- **Exploration must be free.** Undo reaches everything, work is never lost to a
|
||||
wrong click, and no dialog ever asks the user to be sure. A tool that punishes
|
||||
experiments teaches people to stop experimenting, which is the one thing this
|
||||
audience cannot afford to learn.
|
||||
- **The product never blames the user.** Failures are stated as what happened
|
||||
and what to do (L7). "Invalid input" is not an acceptable sentence anywhere.
|
||||
|
||||
### 6.2 Assistive floor
|
||||
|
||||
- **Keyboard**: every operation reachable and completable without a pointer.
|
||||
Single-letter shortcuts for sketch tools, shown in the offer itself (§4.1) as
|
||||
well as in the tooltip. The offer opens from the keyboard (Menu key or
|
||||
Shift+F10) and walks by arrow key and by type-ahead, so the row map works for
|
||||
someone who never touches the pointer. A visible focus state on every
|
||||
focusable element. No shortcut that only works while the pointer happens to be
|
||||
over the canvas.
|
||||
- **Colour**: never the sole carrier of meaning. Selection is colour *and*
|
||||
outline; an error is colour *and* an icon *and* text. Verify in greyscale.
|
||||
- **Contrast**: labels over the 3D viewport get a scrim or halo so 4.5:1 holds
|
||||
against any background the model can produce, including a white body under a
|
||||
white plate.
|
||||
- **Targets**: handles and grips no smaller than 32 px at 100 % scale, scaling
|
||||
with the OS factor; the grab tolerance is larger than the drawn glyph.
|
||||
- **Timing**: no double-click-to-mean-something-else, no press-and-hold as the
|
||||
only route to a function, no cycle that depends on repeated clicks
|
||||
(see L5). The long-press that opens the offer on a one-button Mac and on touch
|
||||
(§4.1) is explicitly an *additional* route — Ctrl-click, two-finger tap and
|
||||
the keyboard all reach the same place — and it shows its own progress while
|
||||
charging, so it never fails silently.
|
||||
- **Motion**: animation is functional (showing where a thing went), never
|
||||
decorative, and it respects the reduced-motion preference.
|
||||
- **Text**: no fixed-width assumptions; the UI holds together in German and in
|
||||
Chinese, at 125 % and 200 % scale. Every string routed through the normal
|
||||
translation path.
|
||||
|
||||
## 7. Depth without clutter — the three tiers
|
||||
|
||||
Power for experts is delivered by **progressive disclosure of tools, never by
|
||||
relocation of tools**. A tool that appears in a later tier is in the same place
|
||||
it will always be; it is simply not shown yet.
|
||||
|
||||
| Tier | Who | What appears |
|
||||
|---|---|---|
|
||||
| **Make** | first hour | Sketch, extrude, revolve, hole, fillet/chamfer, move, commit to plate |
|
||||
| **Model** | competent user | Patterns, shell, draft, sweep/loft, booleans, reference geometry, variables, import/export |
|
||||
| **Mechanism** | mechanical designer | Assemblies and mates, exploded views, interference detection, surfaces, feature-level editing of imported solids |
|
||||
|
||||
Rules that keep this honest:
|
||||
|
||||
1. **Tiers are non-modal.** No mode switch, no workbench selector, no "advanced
|
||||
mode" toggle that changes the meaning of anything. The tier only governs what
|
||||
is *offered*.
|
||||
2. **A tier reveals itself by use.** Using a body reveals boolean tools; adding
|
||||
a second body reveals assembly tools. The product notices what you are doing.
|
||||
3. **Nothing moves when a tier appears.** A user who learned where fillet lives
|
||||
finds it in the same place forever.
|
||||
4. **An expert tool obeys the same grammar** as a beginner tool. Mates are
|
||||
picked in 3D like everything else, not configured in a table.
|
||||
5. **Exploded views are a view state**, not a document mode — reversible,
|
||||
draggable along mate axes, and never a separate file.
|
||||
|
||||
## 8. Designing for print — the home advantage
|
||||
|
||||
Design-time knowledge the application already has, and must use:
|
||||
|
||||
- **The plate is present** in the design space, at the real size, with the real
|
||||
origin. Committing a body to the plate is one action and preserves placement.
|
||||
- **Print-domain checks run on the model, on the geometry, before slicing**:
|
||||
walls thinner than the nozzle, unsupported overhangs beyond the material's
|
||||
angle, features smaller than the layer height, a part that does not fit the
|
||||
build volume.
|
||||
- **These are warnings on the geometry, never a report.** The thin wall glows;
|
||||
the tooltip says how thin and what the nozzle is.
|
||||
- **Material and machine context is inherited** from the active slicer profile,
|
||||
not re-entered in the Design tab.
|
||||
- **The round trip is preserved**: editing a design after slicing returns to the
|
||||
feature history, not to a mesh.
|
||||
|
||||
## 9. The review gate
|
||||
|
||||
Every pull request that touches the Design tab UI answers these, in the PR body.
|
||||
A "no" that is not accompanied by an argument is a request for changes.
|
||||
|
||||
1. Which law (L1–L11) does the change most directly serve?
|
||||
2. Can the whole operation be completed without the pointer leaving the
|
||||
viewport? If not, why is this the exception?
|
||||
And: does the relevant selection *offer* this tool (§4.1), or must the user
|
||||
already know it exists?
|
||||
3. Are the values draggable *and* typable?
|
||||
4. Screenshot of the state after **exactly one** click of the new gesture,
|
||||
performed as a first-time user.
|
||||
5. Keyboard-only walkthrough: does it complete?
|
||||
6. Greyscale screenshot: is every state still distinguishable?
|
||||
7. What was **removed**? (Net additions to permanent chrome require an argument.)
|
||||
8. Which tier does it belong to, and does it appear without moving anything else?
|
||||
9. What does it do when the geometry is invalid, and is that reported before the
|
||||
commit?
|
||||
10. Interaction cost: actions required for the canonical task it addresses,
|
||||
before and after.
|
||||
11. Reach (L11): screenshot at 1366×768 with the panel open — is the model still
|
||||
on screen? Does it run on integrated graphics? Does it need the network, an
|
||||
account, or a file the user cannot keep?
|
||||
12. If the change adds or moves a verb in the offer: which row, and is it that
|
||||
verb's row in **every** selection where it appears? Did any existing verb's
|
||||
index change? (If yes, this is not a UI change, it is a breaking change to
|
||||
every user's muscle memory, and it needs the group — see §4.1.) Was
|
||||
`docs/ux/tool_atlas.json` updated and the atlas regenerated?
|
||||
13. If the change adds a pointer gesture: what is its keyboard equivalent, and
|
||||
what does a one-button Mac, a trackpad and a touch screen do (§4.1)?
|
||||
|
||||
## 10. Where we stand today — honest inventory
|
||||
|
||||
Complying with the laws already:
|
||||
|
||||
- Sketch inline editors — draw an entity and its dimension tab opens on the
|
||||
geometry; Tab walks Length → Width → Angle.
|
||||
- Fillet/chamfer draggable radius arrow with an editable value label.
|
||||
- Extrude depth arrow; move-body three-axis arrows.
|
||||
- Datum-plane resize handles and offset arrow; ghost reference planes picked in
|
||||
3D.
|
||||
- Imported-art place/size gizmo.
|
||||
- Sketch plane taken from the picked face, with the target named in the status
|
||||
line, and the sketch-plane dropdown deleted outright.
|
||||
|
||||
Violating them, with removal scheduled:
|
||||
|
||||
- **Every tool card is a two-column form** of combos and spin fields in the left
|
||||
panel. This is the single largest debt in the product and the reason this
|
||||
document exists. Tracked as an epic; each card is replaced by its on-geometry
|
||||
equivalent, not improved in place. It fails L1 and it fails L11 twice over —
|
||||
on a 1366×768 screen the cards leave the model a strip.
|
||||
- Seven remaining plane pickers still populate a combo instead of consuming a
|
||||
viewport selection.
|
||||
- Pattern has no on-geometry spacing arrow or count badge.
|
||||
- Hole is positioned by X/Y fields rather than by a point on a face.
|
||||
- Booleans and cuts pick their operands from lists rather than in 3D.
|
||||
- Fillet/chamfer edge selection still requires the click cycle L5 forbids.
|
||||
- **Selecting geometry offers nothing.** There is no contextual offer (§4.1):
|
||||
the user faces the full toolbar whatever they have picked, and finds out that
|
||||
a tool did not apply by it doing nothing. This is the largest single item of
|
||||
new work the charter asks for. The map and every state of it are already
|
||||
drawn (`docs/ux/offer_atlas.html`); what the group owes itself before the code
|
||||
is ratifying the row order, since every verb built before that lands has to be
|
||||
addressed afterwards anyway.
|
||||
- **Committing is an invisible click in empty space** rather than the
|
||||
confirm/cancel puck of §4.2 — the exact gesture that rule withdraws.
|
||||
|
||||
Nothing on the violating list is defended. The only open question for each is
|
||||
what its on-geometry replacement should be.
|
||||
|
||||
## 11. How the group works
|
||||
|
||||
**Roles.** Product/UX lead (owns this document and casts the tie-break vote on
|
||||
interaction questions); kernel maintainer; GUI maintainer; a print-domain
|
||||
reviewer; a mechanical-design reviewer who uses the product on real work; an
|
||||
accessibility reviewer covering both senses of §6 — reach and assistive — who
|
||||
owns the reference machine and actually runs on it. One person may hold more
|
||||
than one role; the UX lead and the mechanical-design reviewer should not be the
|
||||
same person, and nobody reviews reach from a workstation.
|
||||
|
||||
**The absent audience needs a seat.** The fourteen-year-old is not in the room
|
||||
and cannot file an issue. Someone in the group is accountable for B5 and B6, and
|
||||
the group watches real first-timers use the product on the reference machine at
|
||||
least once a quarter — school, makerspace, or a friend's kid. Everything else in
|
||||
this document can be argued from principle; approachability can only be
|
||||
observed.
|
||||
|
||||
**Cadence.** A short weekly review of open interaction proposals. A monthly pass
|
||||
over the violating inventory in §10 — anything that has not moved in two months
|
||||
is either scheduled or explicitly accepted as permanent, with a reason written
|
||||
into this document.
|
||||
|
||||
**How a change moves.**
|
||||
|
||||
1. *Problem* — a described user difficulty, ideally with an interaction-cost
|
||||
measurement, never a solution in disguise.
|
||||
2. *Sketch* — one or two on-geometry interaction proposals, drawn or described
|
||||
as a gesture sequence. Reviewed against §3 before any code.
|
||||
3. *Prototype* — built behind whatever the smallest safe path is, driven end to
|
||||
end on a real display, and screenshotted at each state.
|
||||
4. *Gate* — §9 answered in the PR.
|
||||
5. *Merge*, then update §10.
|
||||
|
||||
**Decisions are written down.** Any resolution that constrains future work is
|
||||
appended to this document as a numbered law or as an accepted exception with its
|
||||
reasoning. A decision that lives only in a call is not a decision.
|
||||
|
||||
**How disagreements resolve.** Against the laws first. If the laws do not decide
|
||||
it, the tie-break is the interaction cost measured on the canonical tasks in
|
||||
§12; if that does not decide it, the UX lead chooses and records why.
|
||||
|
||||
## 12. Canonical tasks — the benchmark
|
||||
|
||||
The measure of every UX change is the cost of these five tasks. Each is timed and
|
||||
counted (clicks, keystrokes, camera actions, mode switches) on the headless rig
|
||||
and, periodically, with real users who have not seen the product.
|
||||
|
||||
| # | Task | What it exercises |
|
||||
|---|---|---|
|
||||
| **B1** | Bracket: sketch an L, extrude, two holes, fillet the inside corner, send to plate | The inner loop |
|
||||
| **B2** | Change a hole diameter and the plate thickness, six features deep, and rebuild | Parametric editability |
|
||||
| **B3** | Take an imported STEP, delete a boss, close the face, thicken a wall to nozzle width | Direct editing + print awareness |
|
||||
| **B4** | Two parts, one revolute mate, check interference, produce an exploded view | The Mechanism tier |
|
||||
| **B5** | First-run: from opening the Design tab to a print-ready solid, no documentation | Approachability |
|
||||
| **B6** | B1 again, on the reference machine at 1366×768, offline, on a fresh account-less install | Reach (L11) |
|
||||
|
||||
Every task is run on the reference machine of §6.1, not on a workstation — a
|
||||
number measured on a fast desktop describes an experience most of our users will
|
||||
never have. B6 repeats the inner loop under the full entry conditions so that
|
||||
reach is a measured quantity and not an intention.
|
||||
|
||||
Targets are set once each task has been measured on the current build. B5's
|
||||
target is expressed in minutes-to-first-solid **by someone who has never seen a
|
||||
CAD program**, and it is the number this project is ultimately judged by.
|
||||
|
||||
---
|
||||
|
||||
### Appendix — anti-patterns we have already paid for
|
||||
|
||||
Kept because each cost real time and each is easy to reintroduce.
|
||||
|
||||
- **The dropdown that grew a row.** Fixing "cannot sketch on a face" by adding a
|
||||
"Face of Body 1" entry to a plane combo. It reads as a small fix and it is the
|
||||
side-panel architecture reproducing itself.
|
||||
- **The invisible first click.** Flyout buttons and pick cycles whose first click
|
||||
changes nothing meaningful. Filed as bugs three separate times against working
|
||||
code, and made a real bug look fixed when it was not.
|
||||
- **The fix verified through a path the user will never take.** A face-sketch fix
|
||||
confirmed by double-clicking to reach face level. Users click once. A fix
|
||||
reachable only by an undiscoverable gesture is indistinguishable from no fix.
|
||||
- **The wrong feedback surface.** Measuring an armed tool by the toolbar, which
|
||||
never renders keyboard-armed state. The status line is the surface that
|
||||
answers.
|
||||
- **The silent success.** A cut that removed no material, reported as done. Now
|
||||
an error naming the likely cause.
|
||||
@@ -1,169 +0,0 @@
|
||||
# BearConnector.step — examination
|
||||
|
||||
> **Scope.** One file was supplied and it contains **one object: the male.** Everything below is
|
||||
> measured from that single solid. Earlier drafts of this note reasoned about a female pocket and a
|
||||
> mating pair — those objects were never supplied, so any statement about them was speculation and
|
||||
> has been removed. The clearance, the fit, and the pocket's legibility are all **unassessed**.
|
||||
|
||||
Measured, not eyeballed. Imported into the Design tab's own OpenCascade kernel
|
||||
(`import_step` → one valid closed solid), topology queried, geometry checked numerically.
|
||||
Flat drawing: `artifacts/shots/bear-flat.png`. Viewport: `artifacts/shots/bear-02-zoom.png`.
|
||||
|
||||
**File:** AP242 Edition 2, ST-Developer. 1 `MANIFOLD_SOLID_BREP`, 1 `CLOSED_SHELL`.
|
||||
**Size:** 83.06 × 66.69 × 17.27 mm. **Faces:** 30 — 24 planar + 6 cylindrical.
|
||||
**Curves:** 69 lines + 12 circles. **No** splines, spheres, tori or cones.
|
||||
**Relief:** only four Z levels — 0, 3.00, 10.66, 17.27.
|
||||
|
||||
---
|
||||
|
||||
## What is right, and precisely so
|
||||
|
||||
**The sloping ridge is implemented exactly as briefed.** From (0.00, 18.40, 17.27) to
|
||||
(0.00, 46.72, 10.66): 28.3 mm long, 6.61 mm drop, **13.1° slope**, and both ends sit dead on
|
||||
x = 0.00. It breaks 180° rotation on its own.
|
||||
|
||||
**20.0° uniform draft on all four snout flanks**, identical to within 0.1°:
|
||||
`(0,−0.94,0.342) (0.936,0.08,0.342) (0,0.94,0.342) (−0.936,0.08,0.342)`. That is a real,
|
||||
deliberate lead-in — it self-centres into a matching pocket, and it demoulds and prints.
|
||||
|
||||
**The eyes are exactly symmetric**: Ø9.87 at x = ±16.43, y = 48.01, matching to 0.01 mm.
|
||||
Someone mirrored those on purpose.
|
||||
|
||||
**The mating feature is extremely economical**: only **five edges** exist above the 3 mm plate —
|
||||
the ridge plus two flank edges at each end. Base plate is exactly 3.00 mm.
|
||||
|
||||
The low-poly constraint is honoured. All six cylinders are outline rounds and eye holes; none of
|
||||
them is a mating surface.
|
||||
|
||||
---
|
||||
|
||||
## The asymmetry is deliberate, and it is complete
|
||||
|
||||
**Correction.** A first pass read the left/right differences as an unfinished mirror. That was wrong:
|
||||
the asymmetry is intentional. Tested properly — every candidate self-symmetry, in the part's own
|
||||
centred frame, with a generous 0.1 mm tolerance:
|
||||
|
||||
| operation | edges mapped onto the part |
|
||||
|---|---|
|
||||
| identity | 81 / 81 — 100 % |
|
||||
| mirror about x = 0 (left/right) | **0 / 81** |
|
||||
| mirror about y = 0 (top/bottom) | **0 / 81** |
|
||||
| rotate 180° about Z | **0 / 81** |
|
||||
| rotate 90° about Z | **0 / 81** |
|
||||
| mirror about the diagonal | **0 / 81** |
|
||||
|
||||
**The symmetry group is trivial.** No rigid motion or reflection maps this part onto itself, so
|
||||
**every partial view determines the orientation uniquely** — you never need to see the whole face to
|
||||
know which way round it goes. That is the strongest possible result for a keying interface and it is
|
||||
exactly what the earlier abstract glyph work kept failing to achieve: a symmetric shape seen at a
|
||||
grazing angle, or half-occluded, gives an ambiguous read.
|
||||
|
||||
### Does it let you GRASP the orientation? Measured, not asserted.
|
||||
|
||||
Unique-in-principle and graspable-at-a-glance are different claims. The symmetry table proves the
|
||||
first. For the second, the front-on picture (outline + eyes + mouth, filled) was rasterised and
|
||||
compared against its own mirror and its own 180° rotation — the two ways a person can get it wrong.
|
||||
|
||||
**By size** (percentage of pixels that differ):
|
||||
|
||||
| width | vs mirror | vs rotated 180° |
|
||||
|---|---|---|
|
||||
| 16 px | 20.7 % | 26.0 % |
|
||||
| 24 px | 21.9 % | 30.9 % |
|
||||
| 32 px | 23.0 % | 28.1 % |
|
||||
| 48 px | 22.4 % | 30.6 % |
|
||||
| 80 px | 24.7 % | 31.0 % |
|
||||
| 160 px | 23.6 % | 31.0 % |
|
||||
|
||||
**The curve is flat.** The full signal is already there at 16 pixels and more resolution adds
|
||||
nothing. That is the whole result: **the orientation cue lives at low spatial frequency**, carried by
|
||||
the overall shape rather than by any detail. It therefore survives distance, blur, poor light,
|
||||
peripheral vision, a small print and a low-resolution screen. It is the exact opposite of the abstract
|
||||
disc glyph, whose roll cue was a small high-frequency feature and died at a grazing angle.
|
||||
|
||||
**Partial views — a claim I made and then withdrew.** I ran a masked-window test and concluded that
|
||||
a single quarter of the face was enough to read the orientation. **That test was invalid and the
|
||||
conclusion is wrong.** It compared a window of the original against *the same window* of the mirrored
|
||||
and rotated versions — which silently hands the observer the registration. It assumes you already
|
||||
know that the patch you are looking at is the top-left quarter, which is exactly the thing you would
|
||||
not know if you could only see a quarter.
|
||||
|
||||
**You need to see the whole face.** The cues here are *relational*: the big ear only means something
|
||||
next to the small ear, and the mouth offset only means something relative to the centreline. None of
|
||||
them is self-locating. Whole-face is the operating condition, and the design should be judged and
|
||||
used on that basis.
|
||||
|
||||
That does not weaken the size result above, which always used the complete silhouette: the whole face
|
||||
reads at 16 px. Needing all of it, and needing very little resolution of it, are compatible — and for
|
||||
a part held in a hand, seeing all of it is the normal case.
|
||||
|
||||
**The signal is allocated to the right risks.** The strongest cue (up to 41.7 %) guards against
|
||||
inserting it upside down — the mistake people actually make. The weakest (~23 %) guards the mirror
|
||||
case, which needs the part flipped over and which the protrusion already prevents mechanically.
|
||||
|
||||
It also does mechanical work beyond the ridge. The ridge alone breaks 180° rotation; the asymmetric
|
||||
outline additionally defeats the **mirrored-part** case — a mirror-image copy will not fit, so a
|
||||
modelling or printing mirror is caught at assembly rather than three steps later.
|
||||
|
||||
And for children specifically, a symmetric cartoon face reads as a mask; illustrators asymmetrise
|
||||
deliberately so a face reads as a *character*. The asymmetry is earning its keep three ways at once.
|
||||
|
||||
### What is worth keeping in mind anyway
|
||||
|
||||
**The ears differ by 42 %** — left 8.33 mm wide (top y 65.68), right 11.81 mm (top y 66.69). Both
|
||||
start at the same y = 60.79, so they read as a deliberate pair rather than an error. 42 % is well
|
||||
above the perceptual threshold: you see it instantly. Good cue.
|
||||
|
||||
**The mouth is a smirk** — x −21.93 … 0.00, centred at x = −10.96, stopping on the centreline. A
|
||||
classic character device and a strong asymmetry.
|
||||
|
||||
**The rounds are the best cue and the one safety question.** All four are on the left — Ø11.71 at
|
||||
(−40.82, 7.38), Ø11.71 at (−34.76, 0.58), Ø10.00 at (−29.85, 60.83), Ø2.90 at (−26.70, 65.95) — and
|
||||
the right side is entirely sharp. This is the *most locally readable* cue in the design: the ears
|
||||
differ only by comparison (you must see both to know which is which), whereas a rounded corner tells
|
||||
you "this is the left" from that corner alone, by eye **or by fingertip**. For children assembling by
|
||||
feel that is the cue doing the real work.
|
||||
|
||||
The tension is that "sharp" on a children's part is a hazard, and the obvious safety fix — round
|
||||
everything — destroys the cue. The resolution is not round-vs-sharp but **large-vs-small radius**:
|
||||
keep R≈6 on the left and give the right R≈1. R1 still reads and feels sharp locally, so the cue
|
||||
survives, and the actual edge hazard goes away. That is the one recommendation that outlives the
|
||||
correction.
|
||||
|
||||
**One measurement that does not fit the story:** the outline is off-centre by **0.54 mm** (left reach
|
||||
40.99, right reach 42.07). A deliberate cue should be unmissable; 0.54 mm is invisible. It is
|
||||
probably a by-product of the other features rather than intent — worth a look, not a defect.
|
||||
|
||||
---
|
||||
|
||||
## Two judgement calls, not defects
|
||||
|
||||
**The snout is highest at the nose tip and slopes down toward the brow** — a real bear's muzzle
|
||||
does the opposite. Anatomically it reads more like a beak or a horn than a snout. But mechanically
|
||||
it is the better choice: the nose tip enters the pocket first and does the finding. Keep it if the
|
||||
lead-in matters more than the likeness; flip it if "it must look like a bear" wins.
|
||||
|
||||
**Only the male was supplied**, so the clearance, the fit and the pocket are unassessed. Nothing in
|
||||
this note should be read as a judgement on them.
|
||||
|
||||
---
|
||||
|
||||
## The strategic point, which is the real reason this design is good
|
||||
|
||||
It gives orientation **a name**. "Ears up, nose down" needs no legend, no convention and no
|
||||
documentation. Face recognition is the most robust pattern-matching humans have: it survives low
|
||||
resolution, poor light, partial occlusion and peripheral vision. That is exactly the robustness the
|
||||
abstract ridge key was reaching for, and here it comes for free.
|
||||
|
||||
**One earlier objection does not transfer — noting it only so it is not carried over by mistake.**
|
||||
In §8c of the design doc a female *pocket* measured as visually invisible — flat-shaded, a recess
|
||||
reads as a blank rectangle — and I concluded male/female
|
||||
is the wrong polarity cue. **That was a viewport finding, and it does not apply to a physical part.**
|
||||
Nobody looks into the pocket of a toy; they feel it. For a part in a child's hands, male/female is
|
||||
exactly the right polarity language. The earlier conclusion stands for the on-screen glyph and must
|
||||
not be carried over to this.
|
||||
|
||||
**The one rule to write down now:** the face and the key must never be allowed to disagree. People
|
||||
will trust the face over the mechanics every time. Here they agree — ridge on the centreline, ears
|
||||
up. If the face is ever restyled independently of the key, a user will orient by the bear and be
|
||||
wrong. Tie them permanently, in the model and in whatever generates it.
|
||||
@@ -1,998 +0,0 @@
|
||||
ISO-10303-21;
|
||||
HEADER;
|
||||
FILE_DESCRIPTION(('FreeCAD Model'),'2;1');
|
||||
FILE_NAME('Open CASCADE Shape Model','2026-08-05T12:46:26',('FreeCAD'),(
|
||||
'FreeCAD'),'Open CASCADE STEP processor 7.8','FreeCAD','Unknown');
|
||||
FILE_SCHEMA(('AUTOMOTIVE_DESIGN { 1 0 10303 214 1 1 1 1 }'));
|
||||
ENDSEC;
|
||||
DATA;
|
||||
#1 = APPLICATION_PROTOCOL_DEFINITION('international standard',
|
||||
'automotive_design',2000,#2);
|
||||
#2 = APPLICATION_CONTEXT(
|
||||
'core data for automotive mechanical design processes');
|
||||
#3 = SHAPE_DEFINITION_REPRESENTATION(#4,#10);
|
||||
#4 = PRODUCT_DEFINITION_SHAPE('','',#5);
|
||||
#5 = PRODUCT_DEFINITION('design','',#6,#9);
|
||||
#6 = PRODUCT_DEFINITION_FORMATION('','',#7);
|
||||
#7 = PRODUCT('Open CASCADE STEP translator 7.8 1',
|
||||
'Open CASCADE STEP translator 7.8 1','',(#8));
|
||||
#8 = PRODUCT_CONTEXT('',#2,'mechanical');
|
||||
#9 = PRODUCT_DEFINITION_CONTEXT('part definition',#2,'design');
|
||||
#10 = ADVANCED_BREP_SHAPE_REPRESENTATION('',(#11,#15),#958);
|
||||
#11 = AXIS2_PLACEMENT_3D('',#12,#13,#14);
|
||||
#12 = CARTESIAN_POINT('',(0.,0.,0.));
|
||||
#13 = DIRECTION('',(0.,0.,1.));
|
||||
#14 = DIRECTION('',(1.,0.,-0.));
|
||||
#15 = MANIFOLD_SOLID_BREP('',#16);
|
||||
#16 = CLOSED_SHELL('',(#17,#229,#260,#497,#514,#531,#548,#565,#582,#599,
|
||||
#616,#633,#650,#667,#684,#701,#718,#735,#747,#770,#794,#810,#822,
|
||||
#839,#856,#878,#895,#912,#929,#946));
|
||||
#17 = ADVANCED_FACE('',(#18,#68,#79,#213),#224,.F.);
|
||||
#18 = FACE_BOUND('',#19,.F.);
|
||||
#19 = EDGE_LOOP('',(#20,#30,#38,#46,#54,#62));
|
||||
#20 = ORIENTED_EDGE('',*,*,#21,.F.);
|
||||
#21 = EDGE_CURVE('',#22,#24,#26,.T.);
|
||||
#22 = VERTEX_POINT('',#23);
|
||||
#23 = CARTESIAN_POINT('',(19.029295926024,-0.2,-17.63009960955));
|
||||
#24 = VERTEX_POINT('',#25);
|
||||
#25 = CARTESIAN_POINT('',(16.626582997737,-0.2,-8.940188245231));
|
||||
#26 = LINE('',#27,#28);
|
||||
#27 = CARTESIAN_POINT('',(19.849519003668,-0.2,-20.59660707692));
|
||||
#28 = VECTOR('',#29,1.);
|
||||
#29 = DIRECTION('',(-0.26649542889,0.,0.963836182336));
|
||||
#30 = ORIENTED_EDGE('',*,*,#31,.F.);
|
||||
#31 = EDGE_CURVE('',#32,#22,#34,.T.);
|
||||
#32 = VERTEX_POINT('',#33);
|
||||
#33 = CARTESIAN_POINT('',(22.059435554995,-0.2,-3.734519760785));
|
||||
#34 = LINE('',#35,#36);
|
||||
#35 = CARTESIAN_POINT('',(17.698510515043,-0.2,-23.73280021221));
|
||||
#36 = VECTOR('',#37,1.);
|
||||
#37 = DIRECTION('',(-0.213058124893,0.,-0.977039526026));
|
||||
#38 = ORIENTED_EDGE('',*,*,#39,.F.);
|
||||
#39 = EDGE_CURVE('',#40,#32,#42,.T.);
|
||||
#40 = VERTEX_POINT('',#41);
|
||||
#41 = CARTESIAN_POINT('',(-21.72552223146,-0.2,-3.734519760785));
|
||||
#42 = LINE('',#43,#44);
|
||||
#43 = CARTESIAN_POINT('',(0.297084840953,-0.2,-3.734519760785));
|
||||
#44 = VECTOR('',#45,1.);
|
||||
#45 = DIRECTION('',(1.,0.,0.));
|
||||
#46 = ORIENTED_EDGE('',*,*,#47,.F.);
|
||||
#47 = EDGE_CURVE('',#48,#40,#50,.T.);
|
||||
#48 = VERTEX_POINT('',#49);
|
||||
#49 = CARTESIAN_POINT('',(-21.72552223146,-0.2,-8.903751135252));
|
||||
#50 = LINE('',#51,#52);
|
||||
#51 = CARTESIAN_POINT('',(-21.72552223146,-0.2,-19.83215600037));
|
||||
#52 = VECTOR('',#53,1.);
|
||||
#53 = DIRECTION('',(0.,0.,1.));
|
||||
#54 = ORIENTED_EDGE('',*,*,#55,.F.);
|
||||
#55 = EDGE_CURVE('',#56,#48,#58,.T.);
|
||||
#56 = VERTEX_POINT('',#57);
|
||||
#57 = CARTESIAN_POINT('',(4.383041634064E-04,-0.2,-8.903751615529));
|
||||
#58 = LINE('',#59,#60);
|
||||
#59 = CARTESIAN_POINT('',(-5.279852300138,-0.2,-8.903751135252));
|
||||
#60 = VECTOR('',#61,1.);
|
||||
#61 = DIRECTION('',(-1.,0.,0.));
|
||||
#62 = ORIENTED_EDGE('',*,*,#63,.F.);
|
||||
#63 = EDGE_CURVE('',#24,#56,#64,.T.);
|
||||
#64 = LINE('',#65,#66);
|
||||
#65 = CARTESIAN_POINT('',(4.347099726942,-0.2,-8.913277437397));
|
||||
#66 = VECTOR('',#67,1.);
|
||||
#67 = DIRECTION('',(-0.999997598615,0.,2.191520817069E-03));
|
||||
#68 = FACE_BOUND('',#69,.F.);
|
||||
#69 = EDGE_LOOP('',(#70));
|
||||
#70 = ORIENTED_EDGE('',*,*,#71,.F.);
|
||||
#71 = EDGE_CURVE('',#72,#72,#74,.T.);
|
||||
#72 = VERTEX_POINT('',#73);
|
||||
#73 = CARTESIAN_POINT('',(21.163799345768,-0.2,-48.00951684793));
|
||||
#74 = CIRCLE('',#75,4.735522705283);
|
||||
#75 = AXIS2_PLACEMENT_3D('',#76,#77,#78);
|
||||
#76 = CARTESIAN_POINT('',(16.428276640485,-0.2,-48.00951684793));
|
||||
#77 = DIRECTION('',(-0.,1.,0.));
|
||||
#78 = DIRECTION('',(1.,0.,0.));
|
||||
#79 = FACE_BOUND('',#80,.F.);
|
||||
#80 = EDGE_LOOP('',(#81,#91,#100,#108,#116,#125,#133,#142,#150,#158,#166
|
||||
,#174,#182,#190,#198,#206));
|
||||
#81 = ORIENTED_EDGE('',*,*,#82,.T.);
|
||||
#82 = EDGE_CURVE('',#83,#85,#87,.T.);
|
||||
#83 = VERTEX_POINT('',#84);
|
||||
#84 = CARTESIAN_POINT('',(-27.86158468659,-0.2,-65.78852163128));
|
||||
#85 = VERTEX_POINT('',#86);
|
||||
#86 = CARTESIAN_POINT('',(-29.08766684168,-0.2,-64.52156932717));
|
||||
#87 = LINE('',#88,#89);
|
||||
#88 = CARTESIAN_POINT('',(-29.44004200272,-0.2,-64.15744811364));
|
||||
#89 = VECTOR('',#90,1.);
|
||||
#90 = DIRECTION('',(-0.695421216677,0.,0.718602345805));
|
||||
#91 = ORIENTED_EDGE('',*,*,#92,.F.);
|
||||
#92 = EDGE_CURVE('',#93,#85,#95,.T.);
|
||||
#93 = VERTEX_POINT('',#94);
|
||||
#94 = CARTESIAN_POINT('',(-28.96712497021,-0.2,-57.16864680227));
|
||||
#95 = CIRCLE('',#96,5.2);
|
||||
#96 = AXIS2_PLACEMENT_3D('',#97,#98,#99);
|
||||
#97 = CARTESIAN_POINT('',(-25.35093464349,-0.2,-60.90537900045));
|
||||
#98 = DIRECTION('',(0.,-1.,0.));
|
||||
#99 = DIRECTION('',(-1.,0.,0.));
|
||||
#100 = ORIENTED_EDGE('',*,*,#101,.T.);
|
||||
#101 = EDGE_CURVE('',#93,#102,#104,.T.);
|
||||
#102 = VERTEX_POINT('',#103);
|
||||
#103 = CARTESIAN_POINT('',(-26.93875323652,-0.2,-55.20570756731));
|
||||
#104 = LINE('',#105,#106);
|
||||
#105 = CARTESIAN_POINT('',(-14.90185526362,-0.2,-43.55710346492));
|
||||
#106 = VECTOR('',#107,1.);
|
||||
#107 = DIRECTION('',(0.718602345805,0.,0.695421216677));
|
||||
#108 = ORIENTED_EDGE('',*,*,#109,.T.);
|
||||
#109 = EDGE_CURVE('',#102,#110,#112,.T.);
|
||||
#110 = VERTEX_POINT('',#111);
|
||||
#111 = CARTESIAN_POINT('',(-41.17904151244,-0.2,-10.52828909594));
|
||||
#112 = LINE('',#113,#114);
|
||||
#113 = CARTESIAN_POINT('',(-32.39120436163,-0.2,-38.09921113329));
|
||||
#114 = VECTOR('',#115,1.);
|
||||
#115 = DIRECTION('',(-0.30368282823,0.,0.952773183837));
|
||||
#116 = ORIENTED_EDGE('',*,*,#117,.F.);
|
||||
#117 = EDGE_CURVE('',#118,#110,#120,.T.);
|
||||
#118 = VERTEX_POINT('',#119);
|
||||
#119 = CARTESIAN_POINT('',(-39.69176606491,-0.2,-4.408923352436));
|
||||
#120 = CIRCLE('',#121,6.054044962965);
|
||||
#121 = AXIS2_PLACEMENT_3D('',#122,#123,#124);
|
||||
#122 = CARTESIAN_POINT('',(-35.41090981799,-0.2,-8.689779599357));
|
||||
#123 = DIRECTION('',(0.,-1.,0.));
|
||||
#124 = DIRECTION('',(-1.,0.,0.));
|
||||
#125 = ORIENTED_EDGE('',*,*,#126,.T.);
|
||||
#126 = EDGE_CURVE('',#118,#127,#129,.T.);
|
||||
#127 = VERTEX_POINT('',#128);
|
||||
#128 = CARTESIAN_POINT('',(-36.85603142851,-0.2,-1.573188716044));
|
||||
#129 = LINE('',#130,#131);
|
||||
#130 = CARTESIAN_POINT('',(-36.19319006079,-0.2,-0.910347348321));
|
||||
#131 = VECTOR('',#132,1.);
|
||||
#132 = DIRECTION('',(0.707106781187,0.,0.707106781187));
|
||||
#133 = ORIENTED_EDGE('',*,*,#134,.F.);
|
||||
#134 = EDGE_CURVE('',#135,#127,#137,.T.);
|
||||
#135 = VERTEX_POINT('',#136);
|
||||
#136 = CARTESIAN_POINT('',(-32.57517518159,-0.2,0.2));
|
||||
#137 = CIRCLE('',#138,6.054044962965);
|
||||
#138 = AXIS2_PLACEMENT_3D('',#139,#140,#141);
|
||||
#139 = CARTESIAN_POINT('',(-32.57517518159,-0.2,-5.854044962965));
|
||||
#140 = DIRECTION('',(0.,-1.,0.));
|
||||
#141 = DIRECTION('',(-1.,0.,0.));
|
||||
#142 = ORIENTED_EDGE('',*,*,#143,.T.);
|
||||
#143 = EDGE_CURVE('',#135,#144,#146,.T.);
|
||||
#144 = VERTEX_POINT('',#145);
|
||||
#145 = CARTESIAN_POINT('',(35.082842712475,-0.2,0.2));
|
||||
#146 = LINE('',#147,#148);
|
||||
#147 = CARTESIAN_POINT('',(-7.942265537672,-0.2,0.2));
|
||||
#148 = VECTOR('',#149,1.);
|
||||
#149 = DIRECTION('',(1.,0.,0.));
|
||||
#150 = ORIENTED_EDGE('',*,*,#151,.F.);
|
||||
#151 = EDGE_CURVE('',#152,#144,#154,.T.);
|
||||
#152 = VERTEX_POINT('',#153);
|
||||
#153 = CARTESIAN_POINT('',(42.298608189024,-0.2,-7.015765476549));
|
||||
#154 = LINE('',#155,#156);
|
||||
#155 = CARTESIAN_POINT('',(36.596246576251,-0.2,-1.313403863776));
|
||||
#156 = VECTOR('',#157,1.);
|
||||
#157 = DIRECTION('',(-0.707106781187,0.,0.707106781187));
|
||||
#158 = ORIENTED_EDGE('',*,*,#159,.F.);
|
||||
#159 = EDGE_CURVE('',#160,#152,#162,.T.);
|
||||
#160 = VERTEX_POINT('',#161);
|
||||
#161 = CARTESIAN_POINT('',(26.938753236523,-0.2,-55.20570756731));
|
||||
#162 = LINE('',#163,#164);
|
||||
#163 = CARTESIAN_POINT('',(32.699020781567,-0.2,-37.13346923684));
|
||||
#164 = VECTOR('',#165,1.);
|
||||
#165 = DIRECTION('',(0.30368282823,0.,0.952773183837));
|
||||
#166 = ORIENTED_EDGE('',*,*,#167,.F.);
|
||||
#167 = EDGE_CURVE('',#168,#160,#170,.T.);
|
||||
#168 = VERTEX_POINT('',#169);
|
||||
#169 = CARTESIAN_POINT('',(32.703857168398,-0.2,-60.78483712899));
|
||||
#170 = LINE('',#171,#172);
|
||||
#171 = CARTESIAN_POINT('',(16.008242280412,-0.2,-44.62779994931));
|
||||
#172 = VECTOR('',#173,1.);
|
||||
#173 = DIRECTION('',(-0.718602345805,0.,0.695421216677));
|
||||
#174 = ORIENTED_EDGE('',*,*,#175,.F.);
|
||||
#175 = EDGE_CURVE('',#176,#168,#178,.T.);
|
||||
#176 = VERTEX_POINT('',#177);
|
||||
#177 = CARTESIAN_POINT('',(26.715163243538,-0.2,-66.97315781796));
|
||||
#178 = LINE('',#179,#180);
|
||||
#179 = CARTESIAN_POINT('',(30.25240665457,-0.2,-63.31800414721));
|
||||
#180 = VECTOR('',#181,1.);
|
||||
#181 = DIRECTION('',(0.695421216677,0.,0.718602345805));
|
||||
#182 = ORIENTED_EDGE('',*,*,#183,.F.);
|
||||
#183 = EDGE_CURVE('',#184,#176,#186,.T.);
|
||||
#184 = VERTEX_POINT('',#185);
|
||||
#185 = CARTESIAN_POINT('',(20.532019001374,-0.2,-60.98947335481));
|
||||
#186 = LINE('',#187,#188);
|
||||
#187 = CARTESIAN_POINT('',(9.922784884512,-0.2,-50.72247862452));
|
||||
#188 = VECTOR('',#189,1.);
|
||||
#189 = DIRECTION('',(0.718602345805,0.,-0.695421216677));
|
||||
#190 = ORIENTED_EDGE('',*,*,#191,.F.);
|
||||
#191 = EDGE_CURVE('',#192,#184,#194,.T.);
|
||||
#192 = VERTEX_POINT('',#193);
|
||||
#193 = CARTESIAN_POINT('',(-20.53201900137,-0.2,-60.98947335481));
|
||||
#194 = LINE('',#195,#196);
|
||||
#195 = CARTESIAN_POINT('',(5.354765181569,-0.2,-60.98947335481));
|
||||
#196 = VECTOR('',#197,1.);
|
||||
#197 = DIRECTION('',(1.,0.,0.));
|
||||
#198 = ORIENTED_EDGE('',*,*,#199,.T.);
|
||||
#199 = EDGE_CURVE('',#192,#200,#202,.T.);
|
||||
#200 = VERTEX_POINT('',#201);
|
||||
#201 = CARTESIAN_POINT('',(-25.53052705686,-0.2,-65.82673637491));
|
||||
#202 = LINE('',#203,#204);
|
||||
#203 = CARTESIAN_POINT('',(-9.454421870603,-0.2,-50.26922436104));
|
||||
#204 = VECTOR('',#205,1.);
|
||||
#205 = DIRECTION('',(-0.718602345805,0.,-0.695421216677));
|
||||
#206 = ORIENTED_EDGE('',*,*,#207,.F.);
|
||||
#207 = EDGE_CURVE('',#83,#200,#208,.T.);
|
||||
#208 = CIRCLE('',#209,1.648528137424);
|
||||
#209 = AXIS2_PLACEMENT_3D('',#210,#211,#212);
|
||||
#210 = CARTESIAN_POINT('',(-26.67694849991,-0.2,-64.64210018823));
|
||||
#211 = DIRECTION('',(0.,-1.,0.));
|
||||
#212 = DIRECTION('',(-1.,0.,0.));
|
||||
#213 = FACE_BOUND('',#214,.F.);
|
||||
#214 = EDGE_LOOP('',(#215));
|
||||
#215 = ORIENTED_EDGE('',*,*,#216,.F.);
|
||||
#216 = EDGE_CURVE('',#217,#217,#219,.T.);
|
||||
#217 = VERTEX_POINT('',#218);
|
||||
#218 = CARTESIAN_POINT('',(-11.6927539352,-0.2,-48.00951684793));
|
||||
#219 = CIRCLE('',#220,4.735522705283);
|
||||
#220 = AXIS2_PLACEMENT_3D('',#221,#222,#223);
|
||||
#221 = CARTESIAN_POINT('',(-16.42827664048,-0.2,-48.00951684793));
|
||||
#222 = DIRECTION('',(-0.,1.,0.));
|
||||
#223 = DIRECTION('',(1.,0.,0.));
|
||||
#224 = PLANE('',#225);
|
||||
#225 = AXIS2_PLACEMENT_3D('',#226,#227,#228);
|
||||
#226 = CARTESIAN_POINT('',(0.403056515455,-0.2,-33.34517655273));
|
||||
#227 = DIRECTION('',(0.,1.,0.));
|
||||
#228 = DIRECTION('',(1.,0.,0.));
|
||||
#229 = ADVANCED_FACE('',(#230),#255,.F.);
|
||||
#230 = FACE_BOUND('',#231,.F.);
|
||||
#231 = EDGE_LOOP('',(#232,#240,#241,#249));
|
||||
#232 = ORIENTED_EDGE('',*,*,#233,.T.);
|
||||
#233 = EDGE_CURVE('',#234,#160,#236,.T.);
|
||||
#234 = VERTEX_POINT('',#235);
|
||||
#235 = CARTESIAN_POINT('',(26.938753236523,3.2,-55.20570756731));
|
||||
#236 = LINE('',#237,#238);
|
||||
#237 = CARTESIAN_POINT('',(26.938753236523,3.,-55.20570756731));
|
||||
#238 = VECTOR('',#239,1.);
|
||||
#239 = DIRECTION('',(0.,-1.,0.));
|
||||
#240 = ORIENTED_EDGE('',*,*,#159,.T.);
|
||||
#241 = ORIENTED_EDGE('',*,*,#242,.F.);
|
||||
#242 = EDGE_CURVE('',#243,#152,#245,.T.);
|
||||
#243 = VERTEX_POINT('',#244);
|
||||
#244 = CARTESIAN_POINT('',(42.298608189024,3.2,-7.015765476549));
|
||||
#245 = LINE('',#246,#247);
|
||||
#246 = CARTESIAN_POINT('',(42.298608189024,3.,-7.015765476549));
|
||||
#247 = VECTOR('',#248,1.);
|
||||
#248 = DIRECTION('',(0.,-1.,0.));
|
||||
#249 = ORIENTED_EDGE('',*,*,#250,.F.);
|
||||
#250 = EDGE_CURVE('',#234,#243,#251,.T.);
|
||||
#251 = LINE('',#252,#253);
|
||||
#252 = CARTESIAN_POINT('',(32.699020781567,3.2,-37.13346923684));
|
||||
#253 = VECTOR('',#254,1.);
|
||||
#254 = DIRECTION('',(0.30368282823,0.,0.952773183837));
|
||||
#255 = PLANE('',#256);
|
||||
#256 = AXIS2_PLACEMENT_3D('',#257,#258,#259);
|
||||
#257 = CARTESIAN_POINT('',(34.581352051556,3.,-31.22785130119));
|
||||
#258 = DIRECTION('',(-0.952773183837,0.,0.30368282823));
|
||||
#259 = DIRECTION('',(0.30368282823,0.,0.952773183837));
|
||||
#260 = ADVANCED_FACE('',(#261,#311,#322,#447,#481),#492,.T.);
|
||||
#261 = FACE_BOUND('',#262,.T.);
|
||||
#262 = EDGE_LOOP('',(#263,#273,#281,#289,#297,#305));
|
||||
#263 = ORIENTED_EDGE('',*,*,#264,.F.);
|
||||
#264 = EDGE_CURVE('',#265,#267,#269,.T.);
|
||||
#265 = VERTEX_POINT('',#266);
|
||||
#266 = CARTESIAN_POINT('',(16.626582997737,3.2,-8.940188245231));
|
||||
#267 = VERTEX_POINT('',#268);
|
||||
#268 = CARTESIAN_POINT('',(4.383041634064E-04,3.2,-8.903751615529));
|
||||
#269 = LINE('',#270,#271);
|
||||
#270 = CARTESIAN_POINT('',(4.347099726942,3.2,-8.913277437397));
|
||||
#271 = VECTOR('',#272,1.);
|
||||
#272 = DIRECTION('',(-0.999997598615,0.,2.191520817069E-03));
|
||||
#273 = ORIENTED_EDGE('',*,*,#274,.F.);
|
||||
#274 = EDGE_CURVE('',#275,#265,#277,.T.);
|
||||
#275 = VERTEX_POINT('',#276);
|
||||
#276 = CARTESIAN_POINT('',(19.029295926024,3.2,-17.63009960955));
|
||||
#277 = LINE('',#278,#279);
|
||||
#278 = CARTESIAN_POINT('',(19.849519003668,3.2,-20.59660707692));
|
||||
#279 = VECTOR('',#280,1.);
|
||||
#280 = DIRECTION('',(-0.26649542889,0.,0.963836182336));
|
||||
#281 = ORIENTED_EDGE('',*,*,#282,.F.);
|
||||
#282 = EDGE_CURVE('',#283,#275,#285,.T.);
|
||||
#283 = VERTEX_POINT('',#284);
|
||||
#284 = CARTESIAN_POINT('',(22.059435554995,3.2,-3.734519760785));
|
||||
#285 = LINE('',#286,#287);
|
||||
#286 = CARTESIAN_POINT('',(17.698510515043,3.2,-23.73280021221));
|
||||
#287 = VECTOR('',#288,1.);
|
||||
#288 = DIRECTION('',(-0.213058124893,0.,-0.977039526026));
|
||||
#289 = ORIENTED_EDGE('',*,*,#290,.F.);
|
||||
#290 = EDGE_CURVE('',#291,#283,#293,.T.);
|
||||
#291 = VERTEX_POINT('',#292);
|
||||
#292 = CARTESIAN_POINT('',(-21.72552223146,3.2,-3.734519760785));
|
||||
#293 = LINE('',#294,#295);
|
||||
#294 = CARTESIAN_POINT('',(0.297084840953,3.2,-3.734519760785));
|
||||
#295 = VECTOR('',#296,1.);
|
||||
#296 = DIRECTION('',(1.,0.,0.));
|
||||
#297 = ORIENTED_EDGE('',*,*,#298,.F.);
|
||||
#298 = EDGE_CURVE('',#299,#291,#301,.T.);
|
||||
#299 = VERTEX_POINT('',#300);
|
||||
#300 = CARTESIAN_POINT('',(-21.72552223146,3.2,-8.903751135252));
|
||||
#301 = LINE('',#302,#303);
|
||||
#302 = CARTESIAN_POINT('',(-21.72552223146,3.2,-19.83215600037));
|
||||
#303 = VECTOR('',#304,1.);
|
||||
#304 = DIRECTION('',(0.,0.,1.));
|
||||
#305 = ORIENTED_EDGE('',*,*,#306,.F.);
|
||||
#306 = EDGE_CURVE('',#267,#299,#307,.T.);
|
||||
#307 = LINE('',#308,#309);
|
||||
#308 = CARTESIAN_POINT('',(-5.279852300138,3.2,-8.903751135252));
|
||||
#309 = VECTOR('',#310,1.);
|
||||
#310 = DIRECTION('',(-1.,0.,0.));
|
||||
#311 = FACE_BOUND('',#312,.T.);
|
||||
#312 = EDGE_LOOP('',(#313));
|
||||
#313 = ORIENTED_EDGE('',*,*,#314,.F.);
|
||||
#314 = EDGE_CURVE('',#315,#315,#317,.T.);
|
||||
#315 = VERTEX_POINT('',#316);
|
||||
#316 = CARTESIAN_POINT('',(21.163799345768,3.2,-48.00951684793));
|
||||
#317 = CIRCLE('',#318,4.735522705283);
|
||||
#318 = AXIS2_PLACEMENT_3D('',#319,#320,#321);
|
||||
#319 = CARTESIAN_POINT('',(16.428276640485,3.2,-48.00951684793));
|
||||
#320 = DIRECTION('',(-0.,1.,0.));
|
||||
#321 = DIRECTION('',(1.,0.,0.));
|
||||
#322 = FACE_BOUND('',#323,.T.);
|
||||
#323 = EDGE_LOOP('',(#324,#334,#343,#351,#360,#368,#374,#375,#383,#391,
|
||||
#399,#407,#415,#424,#432,#441));
|
||||
#324 = ORIENTED_EDGE('',*,*,#325,.T.);
|
||||
#325 = EDGE_CURVE('',#326,#328,#330,.T.);
|
||||
#326 = VERTEX_POINT('',#327);
|
||||
#327 = CARTESIAN_POINT('',(-26.93875323652,3.2,-55.20570756731));
|
||||
#328 = VERTEX_POINT('',#329);
|
||||
#329 = CARTESIAN_POINT('',(-41.17904151244,3.2,-10.52828909594));
|
||||
#330 = LINE('',#331,#332);
|
||||
#331 = CARTESIAN_POINT('',(-32.39120436163,3.2,-38.09921113329));
|
||||
#332 = VECTOR('',#333,1.);
|
||||
#333 = DIRECTION('',(-0.30368282823,0.,0.952773183837));
|
||||
#334 = ORIENTED_EDGE('',*,*,#335,.F.);
|
||||
#335 = EDGE_CURVE('',#336,#328,#338,.T.);
|
||||
#336 = VERTEX_POINT('',#337);
|
||||
#337 = CARTESIAN_POINT('',(-39.69176606491,3.2,-4.408923352436));
|
||||
#338 = CIRCLE('',#339,6.054044962965);
|
||||
#339 = AXIS2_PLACEMENT_3D('',#340,#341,#342);
|
||||
#340 = CARTESIAN_POINT('',(-35.41090981799,3.2,-8.689779599357));
|
||||
#341 = DIRECTION('',(0.,-1.,0.));
|
||||
#342 = DIRECTION('',(-1.,0.,0.));
|
||||
#343 = ORIENTED_EDGE('',*,*,#344,.T.);
|
||||
#344 = EDGE_CURVE('',#336,#345,#347,.T.);
|
||||
#345 = VERTEX_POINT('',#346);
|
||||
#346 = CARTESIAN_POINT('',(-36.85603142851,3.2,-1.573188716044));
|
||||
#347 = LINE('',#348,#349);
|
||||
#348 = CARTESIAN_POINT('',(-36.19319006079,3.2,-0.910347348321));
|
||||
#349 = VECTOR('',#350,1.);
|
||||
#350 = DIRECTION('',(0.707106781187,0.,0.707106781187));
|
||||
#351 = ORIENTED_EDGE('',*,*,#352,.F.);
|
||||
#352 = EDGE_CURVE('',#353,#345,#355,.T.);
|
||||
#353 = VERTEX_POINT('',#354);
|
||||
#354 = CARTESIAN_POINT('',(-32.57517518159,3.2,0.2));
|
||||
#355 = CIRCLE('',#356,6.054044962965);
|
||||
#356 = AXIS2_PLACEMENT_3D('',#357,#358,#359);
|
||||
#357 = CARTESIAN_POINT('',(-32.57517518159,3.2,-5.854044962965));
|
||||
#358 = DIRECTION('',(0.,-1.,0.));
|
||||
#359 = DIRECTION('',(-1.,0.,0.));
|
||||
#360 = ORIENTED_EDGE('',*,*,#361,.T.);
|
||||
#361 = EDGE_CURVE('',#353,#362,#364,.T.);
|
||||
#362 = VERTEX_POINT('',#363);
|
||||
#363 = CARTESIAN_POINT('',(35.082842712475,3.2,0.2));
|
||||
#364 = LINE('',#365,#366);
|
||||
#365 = CARTESIAN_POINT('',(-7.942265537672,3.2,0.2));
|
||||
#366 = VECTOR('',#367,1.);
|
||||
#367 = DIRECTION('',(1.,0.,0.));
|
||||
#368 = ORIENTED_EDGE('',*,*,#369,.F.);
|
||||
#369 = EDGE_CURVE('',#243,#362,#370,.T.);
|
||||
#370 = LINE('',#371,#372);
|
||||
#371 = CARTESIAN_POINT('',(36.596246576251,3.2,-1.313403863776));
|
||||
#372 = VECTOR('',#373,1.);
|
||||
#373 = DIRECTION('',(-0.707106781187,0.,0.707106781187));
|
||||
#374 = ORIENTED_EDGE('',*,*,#250,.F.);
|
||||
#375 = ORIENTED_EDGE('',*,*,#376,.F.);
|
||||
#376 = EDGE_CURVE('',#377,#234,#379,.T.);
|
||||
#377 = VERTEX_POINT('',#378);
|
||||
#378 = CARTESIAN_POINT('',(32.703857168398,3.2,-60.78483712899));
|
||||
#379 = LINE('',#380,#381);
|
||||
#380 = CARTESIAN_POINT('',(16.008242280412,3.2,-44.62779994931));
|
||||
#381 = VECTOR('',#382,1.);
|
||||
#382 = DIRECTION('',(-0.718602345805,0.,0.695421216677));
|
||||
#383 = ORIENTED_EDGE('',*,*,#384,.F.);
|
||||
#384 = EDGE_CURVE('',#385,#377,#387,.T.);
|
||||
#385 = VERTEX_POINT('',#386);
|
||||
#386 = CARTESIAN_POINT('',(26.715163243538,3.2,-66.97315781796));
|
||||
#387 = LINE('',#388,#389);
|
||||
#388 = CARTESIAN_POINT('',(30.25240665457,3.2,-63.31800414721));
|
||||
#389 = VECTOR('',#390,1.);
|
||||
#390 = DIRECTION('',(0.695421216677,0.,0.718602345805));
|
||||
#391 = ORIENTED_EDGE('',*,*,#392,.F.);
|
||||
#392 = EDGE_CURVE('',#393,#385,#395,.T.);
|
||||
#393 = VERTEX_POINT('',#394);
|
||||
#394 = CARTESIAN_POINT('',(20.532019001374,3.2,-60.98947335481));
|
||||
#395 = LINE('',#396,#397);
|
||||
#396 = CARTESIAN_POINT('',(9.922784884512,3.2,-50.72247862452));
|
||||
#397 = VECTOR('',#398,1.);
|
||||
#398 = DIRECTION('',(0.718602345805,0.,-0.695421216677));
|
||||
#399 = ORIENTED_EDGE('',*,*,#400,.F.);
|
||||
#400 = EDGE_CURVE('',#401,#393,#403,.T.);
|
||||
#401 = VERTEX_POINT('',#402);
|
||||
#402 = CARTESIAN_POINT('',(-20.53201900137,3.2,-60.98947335481));
|
||||
#403 = LINE('',#404,#405);
|
||||
#404 = CARTESIAN_POINT('',(5.354765181569,3.2,-60.98947335481));
|
||||
#405 = VECTOR('',#406,1.);
|
||||
#406 = DIRECTION('',(1.,0.,0.));
|
||||
#407 = ORIENTED_EDGE('',*,*,#408,.T.);
|
||||
#408 = EDGE_CURVE('',#401,#409,#411,.T.);
|
||||
#409 = VERTEX_POINT('',#410);
|
||||
#410 = CARTESIAN_POINT('',(-25.53052705686,3.2,-65.82673637491));
|
||||
#411 = LINE('',#412,#413);
|
||||
#412 = CARTESIAN_POINT('',(-9.454421870603,3.2,-50.26922436104));
|
||||
#413 = VECTOR('',#414,1.);
|
||||
#414 = DIRECTION('',(-0.718602345805,0.,-0.695421216677));
|
||||
#415 = ORIENTED_EDGE('',*,*,#416,.F.);
|
||||
#416 = EDGE_CURVE('',#417,#409,#419,.T.);
|
||||
#417 = VERTEX_POINT('',#418);
|
||||
#418 = CARTESIAN_POINT('',(-27.86158468659,3.2,-65.78852163128));
|
||||
#419 = CIRCLE('',#420,1.648528137424);
|
||||
#420 = AXIS2_PLACEMENT_3D('',#421,#422,#423);
|
||||
#421 = CARTESIAN_POINT('',(-26.67694849991,3.2,-64.64210018823));
|
||||
#422 = DIRECTION('',(0.,-1.,0.));
|
||||
#423 = DIRECTION('',(-1.,0.,0.));
|
||||
#424 = ORIENTED_EDGE('',*,*,#425,.T.);
|
||||
#425 = EDGE_CURVE('',#417,#426,#428,.T.);
|
||||
#426 = VERTEX_POINT('',#427);
|
||||
#427 = CARTESIAN_POINT('',(-29.08766684168,3.2,-64.52156932717));
|
||||
#428 = LINE('',#429,#430);
|
||||
#429 = CARTESIAN_POINT('',(-29.44004200272,3.2,-64.15744811364));
|
||||
#430 = VECTOR('',#431,1.);
|
||||
#431 = DIRECTION('',(-0.695421216677,0.,0.718602345805));
|
||||
#432 = ORIENTED_EDGE('',*,*,#433,.F.);
|
||||
#433 = EDGE_CURVE('',#434,#426,#436,.T.);
|
||||
#434 = VERTEX_POINT('',#435);
|
||||
#435 = CARTESIAN_POINT('',(-28.96712497021,3.2,-57.16864680227));
|
||||
#436 = CIRCLE('',#437,5.2);
|
||||
#437 = AXIS2_PLACEMENT_3D('',#438,#439,#440);
|
||||
#438 = CARTESIAN_POINT('',(-25.35093464349,3.2,-60.90537900045));
|
||||
#439 = DIRECTION('',(0.,-1.,0.));
|
||||
#440 = DIRECTION('',(-1.,0.,0.));
|
||||
#441 = ORIENTED_EDGE('',*,*,#442,.T.);
|
||||
#442 = EDGE_CURVE('',#434,#326,#443,.T.);
|
||||
#443 = LINE('',#444,#445);
|
||||
#444 = CARTESIAN_POINT('',(-14.90185526362,3.2,-43.55710346492));
|
||||
#445 = VECTOR('',#446,1.);
|
||||
#446 = DIRECTION('',(0.718602345805,0.,0.695421216677));
|
||||
#447 = FACE_BOUND('',#448,.T.);
|
||||
#448 = EDGE_LOOP('',(#449,#459,#467,#475));
|
||||
#449 = ORIENTED_EDGE('',*,*,#450,.F.);
|
||||
#450 = EDGE_CURVE('',#451,#453,#455,.T.);
|
||||
#451 = VERTEX_POINT('',#452);
|
||||
#452 = CARTESIAN_POINT('',(5.809375885494,3.2,-13.06417917474));
|
||||
#453 = VERTEX_POINT('',#454);
|
||||
#454 = CARTESIAN_POINT('',(2.688069798796,3.2,-49.64588621989));
|
||||
#455 = LINE('',#456,#457);
|
||||
#456 = CARTESIAN_POINT('',(4.914157977861,3.2,-23.55613296875));
|
||||
#457 = VECTOR('',#458,1.);
|
||||
#458 = DIRECTION('',(-8.501532861635E-02,0.,-0.996379643459));
|
||||
#459 = ORIENTED_EDGE('',*,*,#460,.F.);
|
||||
#460 = EDGE_CURVE('',#461,#451,#463,.T.);
|
||||
#461 = VERTEX_POINT('',#462);
|
||||
#462 = CARTESIAN_POINT('',(-5.809375885494,3.2,-13.06417917474));
|
||||
#463 = LINE('',#464,#465);
|
||||
#464 = CARTESIAN_POINT('',(1.615747408047,3.2,-13.06417917474));
|
||||
#465 = VECTOR('',#466,1.);
|
||||
#466 = DIRECTION('',(1.,0.,-3.066574716487E-16));
|
||||
#467 = ORIENTED_EDGE('',*,*,#468,.F.);
|
||||
#468 = EDGE_CURVE('',#469,#461,#471,.T.);
|
||||
#469 = VERTEX_POINT('',#470);
|
||||
#470 = CARTESIAN_POINT('',(-2.688069798796,3.2,-49.64588621989));
|
||||
#471 = LINE('',#472,#473);
|
||||
#472 = CARTESIAN_POINT('',(-4.890802006217,3.2,-23.82986495424));
|
||||
#473 = VECTOR('',#474,1.);
|
||||
#474 = DIRECTION('',(-8.501532861635E-02,0.,0.996379643459));
|
||||
#475 = ORIENTED_EDGE('',*,*,#476,.F.);
|
||||
#476 = EDGE_CURVE('',#453,#469,#477,.T.);
|
||||
#477 = LINE('',#478,#479);
|
||||
#478 = CARTESIAN_POINT('',(1.615747408047,3.2,-49.64588621989));
|
||||
#479 = VECTOR('',#480,1.);
|
||||
#480 = DIRECTION('',(-1.,0.,0.));
|
||||
#481 = FACE_BOUND('',#482,.T.);
|
||||
#482 = EDGE_LOOP('',(#483));
|
||||
#483 = ORIENTED_EDGE('',*,*,#484,.F.);
|
||||
#484 = EDGE_CURVE('',#485,#485,#487,.T.);
|
||||
#485 = VERTEX_POINT('',#486);
|
||||
#486 = CARTESIAN_POINT('',(-11.6927539352,3.2,-48.00951684793));
|
||||
#487 = CIRCLE('',#488,4.735522705283);
|
||||
#488 = AXIS2_PLACEMENT_3D('',#489,#490,#491);
|
||||
#489 = CARTESIAN_POINT('',(-16.42827664048,3.2,-48.00951684793));
|
||||
#490 = DIRECTION('',(-0.,1.,0.));
|
||||
#491 = DIRECTION('',(1.,0.,0.));
|
||||
#492 = PLANE('',#493);
|
||||
#493 = AXIS2_PLACEMENT_3D('',#494,#495,#496);
|
||||
#494 = CARTESIAN_POINT('',(0.403056515455,3.2,-33.34517655273));
|
||||
#495 = DIRECTION('',(0.,1.,0.));
|
||||
#496 = DIRECTION('',(1.,0.,0.));
|
||||
#497 = ADVANCED_FACE('',(#498),#509,.F.);
|
||||
#498 = FACE_BOUND('',#499,.F.);
|
||||
#499 = EDGE_LOOP('',(#500,#506,#507,#508));
|
||||
#500 = ORIENTED_EDGE('',*,*,#501,.F.);
|
||||
#501 = EDGE_CURVE('',#168,#377,#502,.T.);
|
||||
#502 = LINE('',#503,#504);
|
||||
#503 = CARTESIAN_POINT('',(32.703857168398,3.,-60.78483712899));
|
||||
#504 = VECTOR('',#505,1.);
|
||||
#505 = DIRECTION('',(0.,1.,0.));
|
||||
#506 = ORIENTED_EDGE('',*,*,#167,.T.);
|
||||
#507 = ORIENTED_EDGE('',*,*,#233,.F.);
|
||||
#508 = ORIENTED_EDGE('',*,*,#376,.F.);
|
||||
#509 = PLANE('',#510);
|
||||
#510 = AXIS2_PLACEMENT_3D('',#511,#512,#513);
|
||||
#511 = CARTESIAN_POINT('',(29.704873980143,3.,-57.88259703786));
|
||||
#512 = DIRECTION('',(-0.695421216677,0.,-0.718602345805));
|
||||
#513 = DIRECTION('',(-0.718602345805,0.,0.695421216677));
|
||||
#514 = ADVANCED_FACE('',(#515),#526,.F.);
|
||||
#515 = FACE_BOUND('',#516,.F.);
|
||||
#516 = EDGE_LOOP('',(#517,#523,#524,#525));
|
||||
#517 = ORIENTED_EDGE('',*,*,#518,.F.);
|
||||
#518 = EDGE_CURVE('',#176,#385,#519,.T.);
|
||||
#519 = LINE('',#520,#521);
|
||||
#520 = CARTESIAN_POINT('',(26.715163243538,3.,-66.97315781796));
|
||||
#521 = VECTOR('',#522,1.);
|
||||
#522 = DIRECTION('',(0.,1.,0.));
|
||||
#523 = ORIENTED_EDGE('',*,*,#175,.T.);
|
||||
#524 = ORIENTED_EDGE('',*,*,#501,.T.);
|
||||
#525 = ORIENTED_EDGE('',*,*,#384,.F.);
|
||||
#526 = PLANE('',#527);
|
||||
#527 = AXIS2_PLACEMENT_3D('',#528,#529,#530);
|
||||
#528 = CARTESIAN_POINT('',(29.709510205968,3.,-63.87899747347));
|
||||
#529 = DIRECTION('',(-0.718602345805,0.,0.695421216677));
|
||||
#530 = DIRECTION('',(0.695421216677,0.,0.718602345805));
|
||||
#531 = ADVANCED_FACE('',(#532),#543,.F.);
|
||||
#532 = FACE_BOUND('',#533,.F.);
|
||||
#533 = EDGE_LOOP('',(#534,#540,#541,#542));
|
||||
#534 = ORIENTED_EDGE('',*,*,#535,.T.);
|
||||
#535 = EDGE_CURVE('',#393,#184,#536,.T.);
|
||||
#536 = LINE('',#537,#538);
|
||||
#537 = CARTESIAN_POINT('',(20.532019001374,3.,-60.98947335481));
|
||||
#538 = VECTOR('',#539,1.);
|
||||
#539 = DIRECTION('',(0.,-1.,0.));
|
||||
#540 = ORIENTED_EDGE('',*,*,#183,.T.);
|
||||
#541 = ORIENTED_EDGE('',*,*,#518,.T.);
|
||||
#542 = ORIENTED_EDGE('',*,*,#392,.F.);
|
||||
#543 = PLANE('',#544);
|
||||
#544 = AXIS2_PLACEMENT_3D('',#545,#546,#547);
|
||||
#545 = CARTESIAN_POINT('',(23.522653113203,3.,-63.8836336993));
|
||||
#546 = DIRECTION('',(0.695421216677,0.,0.718602345805));
|
||||
#547 = DIRECTION('',(0.718602345805,0.,-0.695421216677));
|
||||
#548 = ADVANCED_FACE('',(#549),#560,.F.);
|
||||
#549 = FACE_BOUND('',#550,.F.);
|
||||
#550 = EDGE_LOOP('',(#551,#557,#558,#559));
|
||||
#551 = ORIENTED_EDGE('',*,*,#552,.F.);
|
||||
#552 = EDGE_CURVE('',#192,#401,#553,.T.);
|
||||
#553 = LINE('',#554,#555);
|
||||
#554 = CARTESIAN_POINT('',(-20.53201900137,3.,-60.98947335481));
|
||||
#555 = VECTOR('',#556,1.);
|
||||
#556 = DIRECTION('',(0.,1.,0.));
|
||||
#557 = ORIENTED_EDGE('',*,*,#191,.T.);
|
||||
#558 = ORIENTED_EDGE('',*,*,#535,.F.);
|
||||
#559 = ORIENTED_EDGE('',*,*,#400,.F.);
|
||||
#560 = PLANE('',#561);
|
||||
#561 = AXIS2_PLACEMENT_3D('',#562,#563,#564);
|
||||
#562 = CARTESIAN_POINT('',(10.306473847682,3.,-60.98947335481));
|
||||
#563 = DIRECTION('',(0.,0.,1.));
|
||||
#564 = DIRECTION('',(0.,-1.,0.));
|
||||
#565 = ADVANCED_FACE('',(#566),#577,.T.);
|
||||
#566 = FACE_BOUND('',#567,.T.);
|
||||
#567 = EDGE_LOOP('',(#568,#574,#575,#576));
|
||||
#568 = ORIENTED_EDGE('',*,*,#569,.F.);
|
||||
#569 = EDGE_CURVE('',#409,#200,#570,.T.);
|
||||
#570 = LINE('',#571,#572);
|
||||
#571 = CARTESIAN_POINT('',(-25.53052705686,3.,-65.82673637491));
|
||||
#572 = VECTOR('',#573,1.);
|
||||
#573 = DIRECTION('',(0.,-1.,0.));
|
||||
#574 = ORIENTED_EDGE('',*,*,#408,.F.);
|
||||
#575 = ORIENTED_EDGE('',*,*,#552,.F.);
|
||||
#576 = ORIENTED_EDGE('',*,*,#199,.T.);
|
||||
#577 = PLANE('',#578);
|
||||
#578 = AXIS2_PLACEMENT_3D('',#579,#580,#581);
|
||||
#579 = CARTESIAN_POINT('',(-23.00219525444,3.,-63.37996509944));
|
||||
#580 = DIRECTION('',(0.695421216677,0.,-0.718602345805));
|
||||
#581 = DIRECTION('',(-0.718602345805,0.,-0.695421216677));
|
||||
#582 = ADVANCED_FACE('',(#583),#594,.T.);
|
||||
#583 = FACE_BOUND('',#584,.T.);
|
||||
#584 = EDGE_LOOP('',(#585,#591,#592,#593));
|
||||
#585 = ORIENTED_EDGE('',*,*,#586,.F.);
|
||||
#586 = EDGE_CURVE('',#417,#83,#587,.T.);
|
||||
#587 = LINE('',#588,#589);
|
||||
#588 = CARTESIAN_POINT('',(-27.86158468659,3.,-65.78852163128));
|
||||
#589 = VECTOR('',#590,1.);
|
||||
#590 = DIRECTION('',(0.,-1.,0.));
|
||||
#591 = ORIENTED_EDGE('',*,*,#416,.T.);
|
||||
#592 = ORIENTED_EDGE('',*,*,#569,.T.);
|
||||
#593 = ORIENTED_EDGE('',*,*,#207,.F.);
|
||||
#594 = CYLINDRICAL_SURFACE('',#595,1.648528137424);
|
||||
#595 = AXIS2_PLACEMENT_3D('',#596,#597,#598);
|
||||
#596 = CARTESIAN_POINT('',(-26.67694849991,3.,-64.64210018823));
|
||||
#597 = DIRECTION('',(0.,-1.,0.));
|
||||
#598 = DIRECTION('',(-1.,0.,0.));
|
||||
#599 = ADVANCED_FACE('',(#600),#611,.T.);
|
||||
#600 = FACE_BOUND('',#601,.T.);
|
||||
#601 = EDGE_LOOP('',(#602,#608,#609,#610));
|
||||
#602 = ORIENTED_EDGE('',*,*,#603,.F.);
|
||||
#603 = EDGE_CURVE('',#426,#85,#604,.T.);
|
||||
#604 = LINE('',#605,#606);
|
||||
#605 = CARTESIAN_POINT('',(-29.08766684168,3.,-64.52156932717));
|
||||
#606 = VECTOR('',#607,1.);
|
||||
#607 = DIRECTION('',(0.,-1.,0.));
|
||||
#608 = ORIENTED_EDGE('',*,*,#425,.F.);
|
||||
#609 = ORIENTED_EDGE('',*,*,#586,.T.);
|
||||
#610 = ORIENTED_EDGE('',*,*,#82,.T.);
|
||||
#611 = PLANE('',#612);
|
||||
#612 = AXIS2_PLACEMENT_3D('',#613,#614,#615);
|
||||
#613 = CARTESIAN_POINT('',(-28.47462576413,3.,-65.15504547923));
|
||||
#614 = DIRECTION('',(-0.718602345805,0.,-0.695421216677));
|
||||
#615 = DIRECTION('',(-0.695421216677,0.,0.718602345805));
|
||||
#616 = ADVANCED_FACE('',(#617),#628,.T.);
|
||||
#617 = FACE_BOUND('',#618,.T.);
|
||||
#618 = EDGE_LOOP('',(#619,#625,#626,#627));
|
||||
#619 = ORIENTED_EDGE('',*,*,#620,.F.);
|
||||
#620 = EDGE_CURVE('',#434,#93,#621,.T.);
|
||||
#621 = LINE('',#622,#623);
|
||||
#622 = CARTESIAN_POINT('',(-28.96712497021,3.,-57.16864680227));
|
||||
#623 = VECTOR('',#624,1.);
|
||||
#624 = DIRECTION('',(0.,-1.,0.));
|
||||
#625 = ORIENTED_EDGE('',*,*,#433,.T.);
|
||||
#626 = ORIENTED_EDGE('',*,*,#603,.T.);
|
||||
#627 = ORIENTED_EDGE('',*,*,#92,.F.);
|
||||
#628 = CYLINDRICAL_SURFACE('',#629,5.2);
|
||||
#629 = AXIS2_PLACEMENT_3D('',#630,#631,#632);
|
||||
#630 = CARTESIAN_POINT('',(-25.35093464349,3.,-60.90537900045));
|
||||
#631 = DIRECTION('',(0.,-1.,0.));
|
||||
#632 = DIRECTION('',(-1.,0.,0.));
|
||||
#633 = ADVANCED_FACE('',(#634),#645,.T.);
|
||||
#634 = FACE_BOUND('',#635,.T.);
|
||||
#635 = EDGE_LOOP('',(#636,#642,#643,#644));
|
||||
#636 = ORIENTED_EDGE('',*,*,#637,.F.);
|
||||
#637 = EDGE_CURVE('',#326,#102,#638,.T.);
|
||||
#638 = LINE('',#639,#640);
|
||||
#639 = CARTESIAN_POINT('',(-26.93875323652,3.,-55.20570756731));
|
||||
#640 = VECTOR('',#641,1.);
|
||||
#641 = DIRECTION('',(0.,-1.,0.));
|
||||
#642 = ORIENTED_EDGE('',*,*,#442,.F.);
|
||||
#643 = ORIENTED_EDGE('',*,*,#620,.T.);
|
||||
#644 = ORIENTED_EDGE('',*,*,#101,.T.);
|
||||
#645 = PLANE('',#646);
|
||||
#646 = AXIS2_PLACEMENT_3D('',#647,#648,#649);
|
||||
#647 = CARTESIAN_POINT('',(-27.90836811563,3.,-56.14404399617));
|
||||
#648 = DIRECTION('',(-0.695421216677,0.,0.718602345805));
|
||||
#649 = DIRECTION('',(0.718602345805,0.,0.695421216677));
|
||||
#650 = ADVANCED_FACE('',(#651),#662,.T.);
|
||||
#651 = FACE_BOUND('',#652,.T.);
|
||||
#652 = EDGE_LOOP('',(#653,#659,#660,#661));
|
||||
#653 = ORIENTED_EDGE('',*,*,#654,.F.);
|
||||
#654 = EDGE_CURVE('',#328,#110,#655,.T.);
|
||||
#655 = LINE('',#656,#657);
|
||||
#656 = CARTESIAN_POINT('',(-41.17904151244,3.,-10.52828909594));
|
||||
#657 = VECTOR('',#658,1.);
|
||||
#658 = DIRECTION('',(0.,-1.,0.));
|
||||
#659 = ORIENTED_EDGE('',*,*,#325,.F.);
|
||||
#660 = ORIENTED_EDGE('',*,*,#637,.T.);
|
||||
#661 = ORIENTED_EDGE('',*,*,#109,.T.);
|
||||
#662 = PLANE('',#663);
|
||||
#663 = AXIS2_PLACEMENT_3D('',#664,#665,#666);
|
||||
#664 = CARTESIAN_POINT('',(-34.04006158346,3.,-32.92609366041));
|
||||
#665 = DIRECTION('',(-0.952773183837,0.,-0.30368282823));
|
||||
#666 = DIRECTION('',(-0.30368282823,0.,0.952773183837));
|
||||
#667 = ADVANCED_FACE('',(#668),#679,.T.);
|
||||
#668 = FACE_BOUND('',#669,.T.);
|
||||
#669 = EDGE_LOOP('',(#670,#676,#677,#678));
|
||||
#670 = ORIENTED_EDGE('',*,*,#671,.F.);
|
||||
#671 = EDGE_CURVE('',#336,#118,#672,.T.);
|
||||
#672 = LINE('',#673,#674);
|
||||
#673 = CARTESIAN_POINT('',(-39.69176606491,3.,-4.408923352436));
|
||||
#674 = VECTOR('',#675,1.);
|
||||
#675 = DIRECTION('',(0.,-1.,0.));
|
||||
#676 = ORIENTED_EDGE('',*,*,#335,.T.);
|
||||
#677 = ORIENTED_EDGE('',*,*,#654,.T.);
|
||||
#678 = ORIENTED_EDGE('',*,*,#117,.F.);
|
||||
#679 = CYLINDRICAL_SURFACE('',#680,6.054044962965);
|
||||
#680 = AXIS2_PLACEMENT_3D('',#681,#682,#683);
|
||||
#681 = CARTESIAN_POINT('',(-35.41090981799,3.,-8.689779599357));
|
||||
#682 = DIRECTION('',(0.,-1.,0.));
|
||||
#683 = DIRECTION('',(-1.,0.,0.));
|
||||
#684 = ADVANCED_FACE('',(#685),#696,.T.);
|
||||
#685 = FACE_BOUND('',#686,.T.);
|
||||
#686 = EDGE_LOOP('',(#687,#693,#694,#695));
|
||||
#687 = ORIENTED_EDGE('',*,*,#688,.F.);
|
||||
#688 = EDGE_CURVE('',#345,#127,#689,.T.);
|
||||
#689 = LINE('',#690,#691);
|
||||
#690 = CARTESIAN_POINT('',(-36.85603142851,3.,-1.573188716044));
|
||||
#691 = VECTOR('',#692,1.);
|
||||
#692 = DIRECTION('',(0.,-1.,0.));
|
||||
#693 = ORIENTED_EDGE('',*,*,#344,.F.);
|
||||
#694 = ORIENTED_EDGE('',*,*,#671,.T.);
|
||||
#695 = ORIENTED_EDGE('',*,*,#126,.T.);
|
||||
#696 = PLANE('',#697);
|
||||
#697 = AXIS2_PLACEMENT_3D('',#698,#699,#700);
|
||||
#698 = CARTESIAN_POINT('',(-38.27389874671,3.,-2.99105603424));
|
||||
#699 = DIRECTION('',(-0.707106781187,0.,0.707106781187));
|
||||
#700 = DIRECTION('',(0.707106781187,0.,0.707106781187));
|
||||
#701 = ADVANCED_FACE('',(#702),#713,.T.);
|
||||
#702 = FACE_BOUND('',#703,.T.);
|
||||
#703 = EDGE_LOOP('',(#704,#710,#711,#712));
|
||||
#704 = ORIENTED_EDGE('',*,*,#705,.F.);
|
||||
#705 = EDGE_CURVE('',#353,#135,#706,.T.);
|
||||
#706 = LINE('',#707,#708);
|
||||
#707 = CARTESIAN_POINT('',(-32.57517518159,3.,0.2));
|
||||
#708 = VECTOR('',#709,1.);
|
||||
#709 = DIRECTION('',(0.,-1.,0.));
|
||||
#710 = ORIENTED_EDGE('',*,*,#352,.T.);
|
||||
#711 = ORIENTED_EDGE('',*,*,#688,.T.);
|
||||
#712 = ORIENTED_EDGE('',*,*,#134,.F.);
|
||||
#713 = CYLINDRICAL_SURFACE('',#714,6.054044962965);
|
||||
#714 = AXIS2_PLACEMENT_3D('',#715,#716,#717);
|
||||
#715 = CARTESIAN_POINT('',(-32.57517518159,3.,-5.854044962965));
|
||||
#716 = DIRECTION('',(0.,-1.,0.));
|
||||
#717 = DIRECTION('',(-1.,0.,0.));
|
||||
#718 = ADVANCED_FACE('',(#719),#730,.T.);
|
||||
#719 = FACE_BOUND('',#720,.T.);
|
||||
#720 = EDGE_LOOP('',(#721,#727,#728,#729));
|
||||
#721 = ORIENTED_EDGE('',*,*,#722,.F.);
|
||||
#722 = EDGE_CURVE('',#362,#144,#723,.T.);
|
||||
#723 = LINE('',#724,#725);
|
||||
#724 = CARTESIAN_POINT('',(35.082842712475,3.,0.2));
|
||||
#725 = VECTOR('',#726,1.);
|
||||
#726 = DIRECTION('',(0.,-1.,0.));
|
||||
#727 = ORIENTED_EDGE('',*,*,#361,.F.);
|
||||
#728 = ORIENTED_EDGE('',*,*,#705,.T.);
|
||||
#729 = ORIENTED_EDGE('',*,*,#143,.T.);
|
||||
#730 = PLANE('',#731);
|
||||
#731 = AXIS2_PLACEMENT_3D('',#732,#733,#734);
|
||||
#732 = CARTESIAN_POINT('',(-16.28758759079,3.,0.2));
|
||||
#733 = DIRECTION('',(0.,0.,1.));
|
||||
#734 = DIRECTION('',(0.,-1.,0.));
|
||||
#735 = ADVANCED_FACE('',(#736),#742,.F.);
|
||||
#736 = FACE_BOUND('',#737,.F.);
|
||||
#737 = EDGE_LOOP('',(#738,#739,#740,#741));
|
||||
#738 = ORIENTED_EDGE('',*,*,#151,.T.);
|
||||
#739 = ORIENTED_EDGE('',*,*,#722,.F.);
|
||||
#740 = ORIENTED_EDGE('',*,*,#369,.F.);
|
||||
#741 = ORIENTED_EDGE('',*,*,#242,.T.);
|
||||
#742 = PLANE('',#743);
|
||||
#743 = AXIS2_PLACEMENT_3D('',#744,#745,#746);
|
||||
#744 = CARTESIAN_POINT('',(38.67695526217,3.,-3.394112549695));
|
||||
#745 = DIRECTION('',(-0.707106781187,0.,-0.707106781187));
|
||||
#746 = DIRECTION('',(-0.707106781187,0.,0.707106781187));
|
||||
#747 = ADVANCED_FACE('',(#748),#765,.T.);
|
||||
#748 = FACE_BOUND('',#749,.T.);
|
||||
#749 = EDGE_LOOP('',(#750,#758,#764));
|
||||
#750 = ORIENTED_EDGE('',*,*,#751,.T.);
|
||||
#751 = EDGE_CURVE('',#451,#752,#754,.T.);
|
||||
#752 = VERTEX_POINT('',#753);
|
||||
#753 = CARTESIAN_POINT('',(3.256654205567E-15,17.8572529153,
|
||||
-18.39898295202));
|
||||
#754 = LINE('',#755,#756);
|
||||
#755 = CARTESIAN_POINT('',(5.649679875255,3.602918464526,-13.21082950266
|
||||
));
|
||||
#756 = VECTOR('',#757,1.);
|
||||
#757 = DIRECTION('',(-0.349023821871,0.880598971639,-0.320511814002));
|
||||
#758 = ORIENTED_EDGE('',*,*,#759,.T.);
|
||||
#759 = EDGE_CURVE('',#752,#461,#760,.T.);
|
||||
#760 = LINE('',#761,#762);
|
||||
#761 = CARTESIAN_POINT('',(-5.275833888477,4.546144602338,
|
||||
-13.55413574101));
|
||||
#762 = VECTOR('',#763,1.);
|
||||
#763 = DIRECTION('',(-0.349023821871,-0.880598971639,0.320511814002));
|
||||
#764 = ORIENTED_EDGE('',*,*,#460,.T.);
|
||||
#765 = PLANE('',#766);
|
||||
#766 = AXIS2_PLACEMENT_3D('',#767,#768,#769);
|
||||
#767 = CARTESIAN_POINT('',(2.828438300639,3.068404028665,-13.01628215822
|
||||
));
|
||||
#768 = DIRECTION('',(2.881637632171E-16,0.342020143326,0.939692620786));
|
||||
#769 = DIRECTION('',(-1.048830324052E-16,0.939692620786,-0.342020143326)
|
||||
);
|
||||
#770 = ADVANCED_FACE('',(#771),#789,.T.);
|
||||
#771 = FACE_BOUND('',#772,.T.);
|
||||
#772 = EDGE_LOOP('',(#773,#781,#782,#783));
|
||||
#773 = ORIENTED_EDGE('',*,*,#774,.T.);
|
||||
#774 = EDGE_CURVE('',#775,#752,#777,.T.);
|
||||
#775 = VERTEX_POINT('',#776);
|
||||
#776 = CARTESIAN_POINT('',(1.480297366167E-15,11.242400581089,
|
||||
-46.71869179633));
|
||||
#777 = LINE('',#778,#779);
|
||||
#778 = CARTESIAN_POINT('',(2.6645352591E-15,18.133069549222,
|
||||
-17.21814831317));
|
||||
#779 = VECTOR('',#780,1.);
|
||||
#780 = DIRECTION('',(5.275122655166E-17,0.227455280238,0.97378852709));
|
||||
#781 = ORIENTED_EDGE('',*,*,#751,.F.);
|
||||
#782 = ORIENTED_EDGE('',*,*,#450,.T.);
|
||||
#783 = ORIENTED_EDGE('',*,*,#784,.T.);
|
||||
#784 = EDGE_CURVE('',#453,#775,#785,.T.);
|
||||
#785 = LINE('',#786,#787);
|
||||
#786 = CARTESIAN_POINT('',(1.103762571829,7.940067898719,-47.92064259636
|
||||
));
|
||||
#787 = VECTOR('',#788,1.);
|
||||
#788 = DIRECTION('',(-0.299648208284,0.896513522642,0.326304236859));
|
||||
#789 = PLANE('',#790);
|
||||
#790 = AXIS2_PLACEMENT_3D('',#791,#792,#793);
|
||||
#791 = CARTESIAN_POINT('',(5.823691883056,3.068404028665,-13.45978839622
|
||||
));
|
||||
#792 = DIRECTION('',(0.93629059846,0.342020143326,-7.988827695448E-02));
|
||||
#793 = DIRECTION('',(-0.340781908463,0.939692620786,2.907695487824E-02)
|
||||
);
|
||||
#794 = ADVANCED_FACE('',(#795),#805,.T.);
|
||||
#795 = FACE_BOUND('',#796,.T.);
|
||||
#796 = EDGE_LOOP('',(#797,#803,#804));
|
||||
#797 = ORIENTED_EDGE('',*,*,#798,.T.);
|
||||
#798 = EDGE_CURVE('',#469,#775,#799,.T.);
|
||||
#799 = LINE('',#800,#801);
|
||||
#800 = CARTESIAN_POINT('',(-0.871390517001,8.635298785064,
|
||||
-47.66759924779));
|
||||
#801 = VECTOR('',#802,1.);
|
||||
#802 = DIRECTION('',(0.299648208284,0.896513522642,0.326304236859));
|
||||
#803 = ORIENTED_EDGE('',*,*,#784,.F.);
|
||||
#804 = ORIENTED_EDGE('',*,*,#476,.T.);
|
||||
#805 = PLANE('',#806);
|
||||
#806 = AXIS2_PLACEMENT_3D('',#807,#808,#809);
|
||||
#807 = CARTESIAN_POINT('',(2.828438300639,3.068404028665,-49.69378323641
|
||||
));
|
||||
#808 = DIRECTION('',(0.,0.342020143326,-0.939692620786));
|
||||
#809 = DIRECTION('',(0.,0.939692620786,0.342020143326));
|
||||
#810 = ADVANCED_FACE('',(#811),#817,.T.);
|
||||
#811 = FACE_BOUND('',#812,.T.);
|
||||
#812 = EDGE_LOOP('',(#813,#814,#815,#816));
|
||||
#813 = ORIENTED_EDGE('',*,*,#468,.T.);
|
||||
#814 = ORIENTED_EDGE('',*,*,#759,.F.);
|
||||
#815 = ORIENTED_EDGE('',*,*,#774,.F.);
|
||||
#816 = ORIENTED_EDGE('',*,*,#798,.F.);
|
||||
#817 = PLANE('',#818);
|
||||
#818 = AXIS2_PLACEMENT_3D('',#819,#820,#821);
|
||||
#819 = CARTESIAN_POINT('',(-5.782806207227,3.068404028665,
|
||||
-13.93896851312));
|
||||
#820 = DIRECTION('',(-0.93629059846,0.342020143326,-7.988827695448E-02)
|
||||
);
|
||||
#821 = DIRECTION('',(0.340781908463,0.939692620786,2.907695487824E-02));
|
||||
#822 = ADVANCED_FACE('',(#823),#834,.F.);
|
||||
#823 = FACE_BOUND('',#824,.F.);
|
||||
#824 = EDGE_LOOP('',(#825,#831,#832,#833));
|
||||
#825 = ORIENTED_EDGE('',*,*,#826,.F.);
|
||||
#826 = EDGE_CURVE('',#217,#485,#827,.T.);
|
||||
#827 = LINE('',#828,#829);
|
||||
#828 = CARTESIAN_POINT('',(-11.6927539352,-22.,-48.00951684793));
|
||||
#829 = VECTOR('',#830,1.);
|
||||
#830 = DIRECTION('',(0.,1.,0.));
|
||||
#831 = ORIENTED_EDGE('',*,*,#216,.T.);
|
||||
#832 = ORIENTED_EDGE('',*,*,#826,.T.);
|
||||
#833 = ORIENTED_EDGE('',*,*,#484,.F.);
|
||||
#834 = CYLINDRICAL_SURFACE('',#835,4.735522705283);
|
||||
#835 = AXIS2_PLACEMENT_3D('',#836,#837,#838);
|
||||
#836 = CARTESIAN_POINT('',(-16.42827664048,-22.,-48.00951684793));
|
||||
#837 = DIRECTION('',(0.,1.,0.));
|
||||
#838 = DIRECTION('',(1.,0.,0.));
|
||||
#839 = ADVANCED_FACE('',(#840),#851,.F.);
|
||||
#840 = FACE_BOUND('',#841,.F.);
|
||||
#841 = EDGE_LOOP('',(#842,#848,#849,#850));
|
||||
#842 = ORIENTED_EDGE('',*,*,#843,.F.);
|
||||
#843 = EDGE_CURVE('',#72,#315,#844,.T.);
|
||||
#844 = LINE('',#845,#846);
|
||||
#845 = CARTESIAN_POINT('',(21.163799345768,-22.,-48.00951684793));
|
||||
#846 = VECTOR('',#847,1.);
|
||||
#847 = DIRECTION('',(0.,1.,0.));
|
||||
#848 = ORIENTED_EDGE('',*,*,#71,.T.);
|
||||
#849 = ORIENTED_EDGE('',*,*,#843,.T.);
|
||||
#850 = ORIENTED_EDGE('',*,*,#314,.F.);
|
||||
#851 = CYLINDRICAL_SURFACE('',#852,4.735522705283);
|
||||
#852 = AXIS2_PLACEMENT_3D('',#853,#854,#855);
|
||||
#853 = CARTESIAN_POINT('',(16.428276640485,-22.,-48.00951684793));
|
||||
#854 = DIRECTION('',(0.,1.,0.));
|
||||
#855 = DIRECTION('',(1.,0.,0.));
|
||||
#856 = ADVANCED_FACE('',(#857),#873,.F.);
|
||||
#857 = FACE_BOUND('',#858,.F.);
|
||||
#858 = EDGE_LOOP('',(#859,#865,#866,#872));
|
||||
#859 = ORIENTED_EDGE('',*,*,#860,.F.);
|
||||
#860 = EDGE_CURVE('',#24,#265,#861,.T.);
|
||||
#861 = LINE('',#862,#863);
|
||||
#862 = CARTESIAN_POINT('',(16.626582997737,-22.,-8.940188245231));
|
||||
#863 = VECTOR('',#864,1.);
|
||||
#864 = DIRECTION('',(0.,1.,0.));
|
||||
#865 = ORIENTED_EDGE('',*,*,#63,.T.);
|
||||
#866 = ORIENTED_EDGE('',*,*,#867,.T.);
|
||||
#867 = EDGE_CURVE('',#56,#267,#868,.T.);
|
||||
#868 = LINE('',#869,#870);
|
||||
#869 = CARTESIAN_POINT('',(-5.329070518201E-15,-22.,-8.903751135252));
|
||||
#870 = VECTOR('',#871,1.);
|
||||
#871 = DIRECTION('',(0.,1.,0.));
|
||||
#872 = ORIENTED_EDGE('',*,*,#264,.F.);
|
||||
#873 = PLANE('',#874);
|
||||
#874 = AXIS2_PLACEMENT_3D('',#875,#876,#877);
|
||||
#875 = CARTESIAN_POINT('',(8.237581109188,-22.,-8.921803528809));
|
||||
#876 = DIRECTION('',(-2.191520817069E-03,0.,-0.999997598615));
|
||||
#877 = DIRECTION('',(-0.999997598615,0.,2.191520817069E-03));
|
||||
#878 = ADVANCED_FACE('',(#879),#890,.F.);
|
||||
#879 = FACE_BOUND('',#880,.F.);
|
||||
#880 = EDGE_LOOP('',(#881,#887,#888,#889));
|
||||
#881 = ORIENTED_EDGE('',*,*,#882,.T.);
|
||||
#882 = EDGE_CURVE('',#48,#299,#883,.T.);
|
||||
#883 = LINE('',#884,#885);
|
||||
#884 = CARTESIAN_POINT('',(-21.72552223146,-22.,-8.903751135252));
|
||||
#885 = VECTOR('',#886,1.);
|
||||
#886 = DIRECTION('',(0.,1.,0.));
|
||||
#887 = ORIENTED_EDGE('',*,*,#306,.F.);
|
||||
#888 = ORIENTED_EDGE('',*,*,#867,.F.);
|
||||
#889 = ORIENTED_EDGE('',*,*,#55,.T.);
|
||||
#890 = PLANE('',#891);
|
||||
#891 = AXIS2_PLACEMENT_3D('',#892,#893,#894);
|
||||
#892 = CARTESIAN_POINT('',(-10.96276111573,-22.,-8.903751135252));
|
||||
#893 = DIRECTION('',(0.,0.,-1.));
|
||||
#894 = DIRECTION('',(0.,1.,0.));
|
||||
#895 = ADVANCED_FACE('',(#896),#907,.F.);
|
||||
#896 = FACE_BOUND('',#897,.F.);
|
||||
#897 = EDGE_LOOP('',(#898,#904,#905,#906));
|
||||
#898 = ORIENTED_EDGE('',*,*,#899,.T.);
|
||||
#899 = EDGE_CURVE('',#40,#291,#900,.T.);
|
||||
#900 = LINE('',#901,#902);
|
||||
#901 = CARTESIAN_POINT('',(-21.72552223146,-22.,-3.734519760785));
|
||||
#902 = VECTOR('',#903,1.);
|
||||
#903 = DIRECTION('',(0.,1.,0.));
|
||||
#904 = ORIENTED_EDGE('',*,*,#298,.F.);
|
||||
#905 = ORIENTED_EDGE('',*,*,#882,.F.);
|
||||
#906 = ORIENTED_EDGE('',*,*,#47,.T.);
|
||||
#907 = PLANE('',#908);
|
||||
#908 = AXIS2_PLACEMENT_3D('',#909,#910,#911);
|
||||
#909 = CARTESIAN_POINT('',(-21.72552223146,-22.,-6.319135448019));
|
||||
#910 = DIRECTION('',(-1.,0.,0.));
|
||||
#911 = DIRECTION('',(0.,1.,0.));
|
||||
#912 = ADVANCED_FACE('',(#913),#924,.F.);
|
||||
#913 = FACE_BOUND('',#914,.F.);
|
||||
#914 = EDGE_LOOP('',(#915,#921,#922,#923));
|
||||
#915 = ORIENTED_EDGE('',*,*,#916,.T.);
|
||||
#916 = EDGE_CURVE('',#32,#283,#917,.T.);
|
||||
#917 = LINE('',#918,#919);
|
||||
#918 = CARTESIAN_POINT('',(22.059435554995,-22.,-3.734519760785));
|
||||
#919 = VECTOR('',#920,1.);
|
||||
#920 = DIRECTION('',(0.,1.,0.));
|
||||
#921 = ORIENTED_EDGE('',*,*,#290,.F.);
|
||||
#922 = ORIENTED_EDGE('',*,*,#899,.F.);
|
||||
#923 = ORIENTED_EDGE('',*,*,#39,.T.);
|
||||
#924 = PLANE('',#925);
|
||||
#925 = AXIS2_PLACEMENT_3D('',#926,#927,#928);
|
||||
#926 = CARTESIAN_POINT('',(0.19111316645,-22.,-3.734519760785));
|
||||
#927 = DIRECTION('',(0.,0.,1.));
|
||||
#928 = DIRECTION('',(0.,-1.,0.));
|
||||
#929 = ADVANCED_FACE('',(#930),#941,.F.);
|
||||
#930 = FACE_BOUND('',#931,.F.);
|
||||
#931 = EDGE_LOOP('',(#932,#938,#939,#940));
|
||||
#932 = ORIENTED_EDGE('',*,*,#933,.T.);
|
||||
#933 = EDGE_CURVE('',#22,#275,#934,.T.);
|
||||
#934 = LINE('',#935,#936);
|
||||
#935 = CARTESIAN_POINT('',(19.029295926024,-22.,-17.63009960955));
|
||||
#936 = VECTOR('',#937,1.);
|
||||
#937 = DIRECTION('',(0.,1.,0.));
|
||||
#938 = ORIENTED_EDGE('',*,*,#282,.F.);
|
||||
#939 = ORIENTED_EDGE('',*,*,#916,.F.);
|
||||
#940 = ORIENTED_EDGE('',*,*,#31,.T.);
|
||||
#941 = PLANE('',#942);
|
||||
#942 = AXIS2_PLACEMENT_3D('',#943,#944,#945);
|
||||
#943 = CARTESIAN_POINT('',(20.484588228021,-22.,-10.95643672209));
|
||||
#944 = DIRECTION('',(0.977039526026,0.,-0.213058124893));
|
||||
#945 = DIRECTION('',(-0.213058124893,0.,-0.977039526026));
|
||||
#946 = ADVANCED_FACE('',(#947),#953,.F.);
|
||||
#947 = FACE_BOUND('',#948,.F.);
|
||||
#948 = EDGE_LOOP('',(#949,#950,#951,#952));
|
||||
#949 = ORIENTED_EDGE('',*,*,#21,.T.);
|
||||
#950 = ORIENTED_EDGE('',*,*,#860,.T.);
|
||||
#951 = ORIENTED_EDGE('',*,*,#274,.F.);
|
||||
#952 = ORIENTED_EDGE('',*,*,#933,.F.);
|
||||
#953 = PLANE('',#954);
|
||||
#954 = AXIS2_PLACEMENT_3D('',#955,#956,#957);
|
||||
#955 = CARTESIAN_POINT('',(17.956031892536,-22.,-13.7484168618));
|
||||
#956 = DIRECTION('',(-0.963836182336,0.,-0.26649542889));
|
||||
#957 = DIRECTION('',(-0.26649542889,0.,0.963836182336));
|
||||
#958 = ( GEOMETRIC_REPRESENTATION_CONTEXT(3)
|
||||
GLOBAL_UNCERTAINTY_ASSIGNED_CONTEXT((#962)) GLOBAL_UNIT_ASSIGNED_CONTEXT
|
||||
((#959,#960,#961)) REPRESENTATION_CONTEXT('Context #1',
|
||||
'3D Context with UNIT and UNCERTAINTY') );
|
||||
#959 = ( LENGTH_UNIT() NAMED_UNIT(*) SI_UNIT(.MILLI.,.METRE.) );
|
||||
#960 = ( NAMED_UNIT(*) PLANE_ANGLE_UNIT() SI_UNIT($,.RADIAN.) );
|
||||
#961 = ( NAMED_UNIT(*) SI_UNIT($,.STERADIAN.) SOLID_ANGLE_UNIT() );
|
||||
#962 = UNCERTAINTY_MEASURE_WITH_UNIT(LENGTH_MEASURE(1.E-05),#959,
|
||||
'distance_accuracy_value','confusion accuracy');
|
||||
#963 = PRODUCT_RELATED_PRODUCT_CATEGORY('part',$,(#7));
|
||||
ENDSEC;
|
||||
END-ISO-10303-21;
|
||||
@@ -1,922 +0,0 @@
|
||||
# Mate connectors: aligning with the mainstream CAD systems
|
||||
|
||||
Research date: 2026-08-05. Written against `orca_cad` / `Snapmaker` at the M8 state
|
||||
(`CadDocument.{hpp,cpp}`, `apply_mate`, `datum_frame`, the `Mate` card in `DesignPanel.cpp`).
|
||||
|
||||
**Brief:** align with the mate-connector concept as the main CAD programs actually implement it,
|
||||
and be simple, unequivocal, unconfusing. Alignment is the organising principle of this document:
|
||||
every recommendation is labelled either **[INDUSTRY]** — do what they all do — or **[DEVIATION]** —
|
||||
we would be departing, here is why and what it costs.
|
||||
|
||||
---
|
||||
|
||||
## 0. The answer in ten lines
|
||||
|
||||
1. Seven systems surveyed. **Five of the seven use the same model**; two are the old world.
|
||||
2. The model: a joint is defined between **two local coordinate frames**, one rigidly attached to
|
||||
each part, plus **one type** naming which DOF stay free.
|
||||
3. The frame is called a mate connector (Onshape), a **joint origin** (Fusion, Inventor), a joint
|
||||
connector (FreeCAD 1.0). Same object, three names.
|
||||
4. **Every one of them expresses every DOF about the frame's Z axis.** One axis, one convention.
|
||||
5. **Five types appear in every frame-based system with identical names and identical DOF**:
|
||||
Fastened/Rigid, Revolute, Slider, Cylindrical, Planar. Ball is in four of five.
|
||||
6. That is not fashion — those are the classical **lower kinematic pairs**. The vocabulary converged
|
||||
because the mechanics converged.
|
||||
7. Our kernel is already on the right side of the line: frame-based, five types, Z-relative,
|
||||
superimpose-then-relax. **The architecture needs no revisiting.**
|
||||
8. Where we are out of step: connectors that are not attached to a body; an origin that can only be
|
||||
a face centroid; no live preview of the two Z arrows; a mate card of abstract dropdowns.
|
||||
9. Where we would knowingly deviate: refusing a second mate per body (no vendor does this — it is
|
||||
forced on us by having no solver) and possibly inverting the default mate direction.
|
||||
10. Biggest single win for the stated goal, and it costs no kernel work: **draw both frames and
|
||||
ghost the result before Confirm.** The convention stops needing to be remembered.
|
||||
|
||||
---
|
||||
|
||||
## 1. The two families
|
||||
|
||||
**Constraint-based ("old CAD").** The user states pairwise *geometric relations* between raw
|
||||
topology — this face coincident with that face, this axis concentric with that axis, this plane
|
||||
parallel at 12 mm. Each relation removes some DOF; a numerical solver satisfies all of them at once.
|
||||
Fully positioning one part typically takes **three or more mates**, and the set can be
|
||||
over-constrained, under-constrained, or satisfiable in several configurations.
|
||||
|
||||
**Frame-based ("mate connectors").** The user places a *local coordinate system* on each part and
|
||||
states **one** relation between the two frames. The relation is not "these surfaces touch" but
|
||||
"these frames coincide, except for the following DOF, which stay free."
|
||||
|
||||
Onshape's help page opens by drawing exactly this line:
|
||||
|
||||
> *"Mates in Onshape are different than mates in old CAD systems. Many assemblies require only one
|
||||
> Onshape Mate between any two instances, as the movement (degrees of freedom) between those two
|
||||
> instances is embedded in the Mate."*
|
||||
|
||||
The frame-based model won for three reasons, all of which matter here:
|
||||
|
||||
- **One mate per pair.** No mental arithmetic about which three constraints add up to a hinge.
|
||||
- **The DOF are declared, not deduced.** A revolute mate *is* one rotation. You do not discover the
|
||||
remaining freedom by dragging.
|
||||
- **It needs no simultaneous solver for the common case.** Frame-to-frame alignment is a matrix
|
||||
composition — precisely what `apply_mate` already does.
|
||||
|
||||
> **Caveat — several vendors ship both, and "align with X" is therefore ambiguous.** **Inventor**
|
||||
> kept its legacy constraints *and* added frame-based Joints in 2012; many Inventor users still build
|
||||
> assemblies entirely with the old constraint stack. **Creo** has placement constraints *and*
|
||||
> Mechanism connections. **FreeCAD** had constraint-based Assembly2/3 add-ons before the frame-based
|
||||
> Assembly workbench shipped in 1.0. So copying "what Inventor does" means copying **one of two
|
||||
> coexisting workflows**. **Onshape and Fusion 360 are the only pure frame-based examples**, and they
|
||||
> are the ones to weight most heavily when the evidence conflicts.
|
||||
|
||||
---
|
||||
|
||||
## 2. Field survey — seven systems
|
||||
|
||||
| | Onshape | Fusion 360 | Inventor | FreeCAD 1.0 | Creo | Siemens NX | SOLIDWORKS |
|
||||
|---|---|---|---|---|---|---|---|
|
||||
| **Family** | Frame | Frame | Frame (+ legacy constraints) | Frame (+ legacy add-ons) | Both | Constraint | Constraint |
|
||||
| **Frame object** | Mate connector | Joint origin | Joint origin | Joint connector (`Placement1/2`) | CSYS on `Weld`/`6DOF` | — | — (nearest: **mate reference**) |
|
||||
| **Where it lives** | Part Studio **and** Assembly; in the feature list | Component, inside the joint | Component / inside the joint | Inside the Joint object | Part | — | Part (up to 3 named entities) |
|
||||
| **Origin placement** | Inferred family on hover; `Shift` locks | Discrete **snap points**; `Ctrl` cycles | Snap points + explicit origins | Inferred, previewed on hover | Picked CSYS | Picked entities | Picked entities |
|
||||
| **Orientation control** | Primary axis (Z) + secondary axis; flip + 90° reorient | Flip, angle, offsets | Flip, angle, offsets | `Placement1/2` + `Offset1/2` | CSYS + offset | — | — |
|
||||
| **Type inference** | No — explicit | No — explicit | **Yes — "Automatic"** from picked geometry | No | No | No | Partial (mate reference type) |
|
||||
| **Solver** | Yes, simultaneous — *"order won't affect a Mate"* | Yes | Yes | Yes (Ondsel) | Yes | Yes | Yes |
|
||||
| **Reuse across instances** | **Yes** — a Part Studio connector exists on every instance | Weak | Partial | Per-joint | Interfaces | Product Interface | Mate references auto-mate on insert |
|
||||
|
||||
Three observations that shape everything below.
|
||||
|
||||
- **Every frame-based system reduced the type list by an order of magnitude** relative to SOLIDWORKS
|
||||
(7–13 vs ~25) and lost nothing. That is not simplification-by-omission; it is what happens when the
|
||||
DOF live in the mate instead of being assembled from constraints.
|
||||
- **Every one of them defines its types relative to a single axis.** Slider translates along Z,
|
||||
Revolute rotates about Z, Cylindrical does both, Planar translates in X/Y and rotates about Z.
|
||||
One axis carries the whole vocabulary.
|
||||
- **Onshape alone treats the connector as a first-class, reusable, named object** — and that is also
|
||||
where its worst usability complaints come from (§4).
|
||||
|
||||
---
|
||||
|
||||
## 3. The type vocabulary — cross-system table
|
||||
|
||||
DOF = degrees of freedom left **free**, stated about/along the connector Z.
|
||||
|
||||
| DOF | Onshape | Fusion 360 | Inventor | FreeCAD 1.0 | Creo | **Ours today** |
|
||||
|---|---|---|---|---|---|---|
|
||||
| 0 | Fastened | Rigid | Rigid | Fixed | Rigid / Weld | **Fastened** ✅ |
|
||||
| 1 — rot Z | Revolute | Revolute | Rotational | Revolute | Pin | **Revolute** ✅ |
|
||||
| 1 — trans Z | Slider | Slider | Slider | Slider | Slider | **Slider** ✅ |
|
||||
| 2 — rot + trans Z | Cylindrical | Cylindrical | Cylindrical | Cylindrical | Cylinder | **Cylindrical** ✅ |
|
||||
| 3 — trans XY + rot Z | Planar | Planar | Planar | *(Parallel+Distance)* | Planar | **Planar** ✅ |
|
||||
| 3 — rot XYZ | Ball | Ball | Ball | Ball | Ball | — |
|
||||
| 2 — different axes | Pin slot | Pin-Slot | — | — | Slot / Bearing | — |
|
||||
| 1 — coupled | Screw | — | — | Screw | — | — |
|
||||
| 4 | Parallel | — | — | Parallel | — | — |
|
||||
| other | Tangent, Width, Group | As-built | Automatic | Perpendicular, Angle, Distance, Gears, Belt, RackPinion | General, 6DOF | — |
|
||||
|
||||
**Five types appear in every frame-based system, with the same name and the same DOF.** Those five
|
||||
are the industry's common denominator, and they are exactly `mate_kind` 0–4 as already implemented.
|
||||
Ball is in four of five. Everything past that is a long tail no two vendors agree on.
|
||||
|
||||
### Why the convergence is a fact, not a fashion
|
||||
|
||||
A rigid-body placement is an element of SE(3). A mate leaves some set of relative motions free. For
|
||||
the mate to behave the same throughout its range — for a hinge to be a hinge at every angle — that
|
||||
free set must be **closed under composition**: two allowed motions must compose to an allowed motion.
|
||||
A closed set of motions is a **subgroup** of SE(3).
|
||||
|
||||
The subgroups corresponding to physical surface-on-surface contact are the classical **six lower
|
||||
pairs** (Reuleaux):
|
||||
|
||||
| Pair | Free motion relative to Z | DOF |
|
||||
|---|---|---|
|
||||
| Revolute (R) | rotation about Z | 1 |
|
||||
| Prismatic / slider (P) | translation along Z | 1 |
|
||||
| Helical / screw (H) | coupled rotation + translation | 1 |
|
||||
| Cylindrical (C) | rotation about **and** translation along Z | 2 |
|
||||
| Planar (E/G) | translation in X,Y + rotation about Z | 3 |
|
||||
| Spherical / ball (S) | rotation about X, Y, Z | 3 |
|
||||
|
||||
Plus the two trivial ends: identity (0 DOF — **fastened**) and all of SE(3) (6 DOF — floating, i.e.
|
||||
no mate). Hervé's Lie-subgroup analysis of the displacement group is the standard reference for
|
||||
treating these as the algebraic building blocks of mechanism synthesis.
|
||||
|
||||
**Consequence.** Anything outside this table is either (a) a *composition* needing a solver, or
|
||||
(b) not a joint at all but a *measurement*:
|
||||
|
||||
- Onshape's **Parallel** (4 DOF), **Tangent**, **Width**, **Pin slot**, and FreeCAD's **Distance /
|
||||
Angle / Perpendicular** are constraints, not pairs — their free set is not a subgroup, so they only
|
||||
make sense alongside a simultaneous solver.
|
||||
- **Gear, Belt, Rack-and-pinion** are *relations between two mates*, a different object entirely.
|
||||
- **Screw (H)** is a legitimate lower pair but needs a pitch parameter and is rare in printed parts.
|
||||
|
||||
So the vendors' shared five, the lower pairs, and our `mate_kind` 0–4 are the same list arrived at
|
||||
three ways. **[INDUSTRY] Stop looking for missing types and spend the budget on the connector.**
|
||||
|
||||
---
|
||||
|
||||
## 4. What they all agree on — adopt verbatim
|
||||
|
||||
Deviating from any of these makes an experienced user's intuition *wrong*, which is the operational
|
||||
definition of "confusing".
|
||||
|
||||
**A1 [INDUSTRY] — The connector is a full right-handed frame.**
|
||||
Origin + Z (primary) + X (secondary). Onshape and Fusion expose exactly these two axis controls and
|
||||
nothing else. A point cannot express spin; an axis cannot express clocking.
|
||||
*Status: we comply* — `DatumCoordSys` carries origin/x/y and derives Z.
|
||||
|
||||
**A2 [INDUSTRY] — Z is the joint axis; every DOF is about or along Z.**
|
||||
Revolute rotates about Z. Slider translates along Z. Planar's free plane is normal to Z. Offsets run
|
||||
along Z. This single rule is what makes the system learnable: **one axis to look at, and its meaning
|
||||
never changes.**
|
||||
*Status: we comply* — `mate_offset` along A's z, `mate_angle` about A's z.
|
||||
|
||||
**A3 [INDUSTRY] — Mating superimposes the two frames; the type then relaxes specific DOF.**
|
||||
FreeCAD states it most plainly: *"the second connector is superimposed on the first connector by
|
||||
default and may change its position according to the joint type."* Fastened is not a special case —
|
||||
it is the base case with nothing relaxed.
|
||||
*Status: we comply* — `T = M_A · Rz · Tz · F · M_B⁻¹`, looser kinds relaxing from there.
|
||||
|
||||
**A4 [INDUSTRY] — The connector belongs to a part and moves with it.**
|
||||
Onshape: a connector defined in a Part Studio *"is available for reuse on every instance of that part
|
||||
in every assembly in which it is instanced."* It is part geometry, not assembly geometry.
|
||||
*Status: **violated**.* `CoordSysType::PointWorld` is a bare world XYZ with `X = world X` and no
|
||||
`coordsys_body`. Such a connector does not follow its part. See §6 G1.
|
||||
|
||||
**A5 [INDUSTRY] — Selection order is meaningful and must be visible.**
|
||||
One connector is the reference; the other is driven onto it. Onshape spells out that offsets are
|
||||
measured *"from the second Mate connector selected to the first"*, and that reversing the order
|
||||
flips the sign.
|
||||
*Status: complied with in the data model* (`mate_cs_a` fixed, `mate_cs_b` moves) *but not in the UI* —
|
||||
two dropdowns labelled A and B do not tell the user which part is about to jump.
|
||||
|
||||
**A6 [INDUSTRY] — Flip and re-clock live in the mate dialog, always.**
|
||||
Onshape: *"Click the arrow icon to flip the direction of the primary axis. Click the Reorient
|
||||
secondary axis icon to rotate the secondary axis in 90-degree increments."*
|
||||
*Status: partial.* We have `mate_flip` (Z reversal). We have `mate_angle` as a free number — strictly
|
||||
more powerful than 90° steps, and much worse to *use*: the common case is "it came in a quarter turn
|
||||
out", and typing 90 is a worse gesture than pressing a button.
|
||||
|
||||
**A7 [INDUSTRY] — DOF are shown, not inferred by the user.**
|
||||
Onshape animates each mate's remaining DOF on demand; Fusion and Inventor name the DOF in the type
|
||||
list. Our dropdown text already does this in words ("free spin + axial slide"). Keep it.
|
||||
|
||||
**A8 [INDUSTRY] — Free DOF are preserved from the current placement, not zeroed.**
|
||||
Onshape: a Planar mate aligns the frames *"but they are not restricted to this location with respect
|
||||
to their degrees of freedom."*
|
||||
*Status: we comply* — and it must be *said*, because a Planar mate that leaves the part where it was
|
||||
looks like a mate that did nothing.
|
||||
|
||||
---
|
||||
|
||||
## 5. Where they diverge — who to copy, and why
|
||||
|
||||
### D1 — Where the connector's origin comes from
|
||||
|
||||
| | Behaviour |
|
||||
|---|---|
|
||||
| **Fusion 360** | Discrete **snap points** only: vertex, edge midpoint, face centre, arc centre. `Ctrl` cycles the candidates under the cursor. A circle icon denotes a vertex, a triangle a midpoint. "Between two faces" is a separate explicit option. |
|
||||
| **Onshape** | Infers a *family* on hover — centroid, every vertex, every edge midpoint, every arc centre, the centroids of interior regions (holes, slots), and the virtual sharps of conical faces. `Shift` locks the current candidate. |
|
||||
| **Inventor** | Snap points, plus explicit joint origins for awkward cases. |
|
||||
| **FreeCAD 1.0** | Hovering previews where the connector will land before you commit. |
|
||||
| **Ours** | Always the **face centroid**. No alternative exists. |
|
||||
|
||||
Onshape's richness has a cost its own documentation admits: *"The suggested locations are based on
|
||||
the underlying geometry of the part and changing the geometry will change the location of the Mate.
|
||||
This can be undesirable in certain situations."* On the forum this shows up as connectors that move
|
||||
or break on edit — the classic topological-naming failure. Fusion's discrete set is poorer and far
|
||||
more predictable.
|
||||
|
||||
> **[INDUSTRY] Copy Fusion's candidate *set*.** A small, closed, enumerable set — **face centroid,
|
||||
> vertex, edge midpoint, arc/circle centre** — each drawn before commit, with the card naming which is
|
||||
> in use ("Origin: edge midpoint"). This is our largest expressiveness gap: a face centroid alone
|
||||
> cannot place a hinge pin on a corner boss. It is also the one place where copying the *simpler*
|
||||
> vendor is clearly right.
|
||||
>
|
||||
> **Open sub-choice — how the candidate is chosen.** Three options, in increasing order of magic:
|
||||
> (1) **explicit dropdown** in the card after picking the face — no hover behaviour at all;
|
||||
> (2) **Fusion's `Ctrl` cycling** through candidates under the cursor; (3) **Onshape's hover
|
||||
> inference**. Kimi's independent review argued for (1) on the grounds that hover is exactly where
|
||||
> both vendors' instability complaints originate, and that a dropdown gets ~90% of the expressiveness
|
||||
> with none of the hover-guess debugging. That is a fair reading and (1) is the cheapest to build and
|
||||
> the easiest to make unequivocal. **Recommendation: build (1) first; if hover is added later, let it
|
||||
> *pre-fill the dropdown* rather than silently create an implicit connector** — which also keeps R2
|
||||
> (one kind of connector) intact.
|
||||
|
||||
### D2 — Explicit type, or inferred from the geometry?
|
||||
|
||||
Inventor is the only surveyed system that infers: *"Rotational is selected if the two selected
|
||||
origins are circular. Cylindrical if the two selected origins are points on a cylinder. Ball if
|
||||
points on a sphere. Rigid for all other origin selections."* Onshape and Fusion require an explicit
|
||||
choice.
|
||||
|
||||
> **[INDUSTRY, Inventor] Do both, in Inventor's order.** Infer a *default* type from what was picked,
|
||||
> then show it in an editable control. Inference is what makes the tool feel like it understands the
|
||||
> geometry; the visible, editable result is what keeps it unequivocal. Pure inference with no visible
|
||||
> type is the confusing option; a pure dropdown with no default is the tedious one. This also fits
|
||||
> the Design tab's geometry-first charter exactly: point at a bore, get Revolute offered.
|
||||
|
||||
### D3 — How the Z-direction ambiguity is resolved
|
||||
|
||||
This is the specific failure the brief is aimed at. A former IT trainer stated it precisely on the
|
||||
Onshape forum:
|
||||
|
||||
> *"There is always the risk that users will build their own conceptual models of how software works
|
||||
> which may not match the designer's concept. The result is usually a poor user experience and many
|
||||
> mistakes… for a good (say) Fixed mate to occur do the Z axes of the two mates have to be pointing
|
||||
> in the same direction… Alternatively, should they be facing each other?"*
|
||||
|
||||
He is asking the right question and **no vendor's documentation answers it.** Onshape's own advice —
|
||||
*"if the behavior is not what you expected, try flipping the primary and/or secondary axis"* — is
|
||||
trial and error. This is a gap in the industry, not a convention to copy.
|
||||
|
||||
> **[INDUSTRY, method] Resolve it with live preview, not documentation.** FreeCAD previews the
|
||||
> connector on hover; Onshape and Fusion both draw the frames. Draw **both** Z arrows the moment the
|
||||
> second connector is picked, and ghost the resulting placement *before* Confirm. The convention then
|
||||
> never has to be remembered because it is on screen.
|
||||
>
|
||||
> **[DEVIATION, optional] Name the two cases in the user's words** rather than in axis-speak:
|
||||
> "the two faces come together" vs "the axes run the same way". No surveyed vendor does this — they
|
||||
> all ship a flip arrow. It is a small, low-risk improvement on the state of the art, and it is
|
||||
> separable from the default-direction question in §8 D1.
|
||||
|
||||
### D4 — Named, reusable connectors on the part
|
||||
|
||||
Onshape: connectors created in the Part Studio are reused on every instance in every assembly.
|
||||
SOLIDWORKS' **mate reference** reaches the same end by another route: up to three named entities
|
||||
(primary/secondary/tertiary) baked into the part so it auto-mates on drag-and-drop — and a *named*
|
||||
mate reference seeks out a matching name on insertion. That naming trick is how a library of
|
||||
fasteners assembles itself.
|
||||
|
||||
> **[INDUSTRY] Out of scope now, but do not preclude it.** Give connectors a stable, user-visible
|
||||
> name at creation. One string today; expensive to add once documents exist in the wild.
|
||||
|
||||
---
|
||||
|
||||
## 6. Confusion catalogue
|
||||
|
||||
Documented ways real implementations confuse people. Each is a requirement in disguise.
|
||||
|
||||
**C1 — Which way does Z point?** See D3. If a user has to ask once, they will mis-predict a hundred
|
||||
times.
|
||||
|
||||
**C2 — The roll is unspecified.** Aligning Z leaves one rotation about Z undetermined. Something must
|
||||
pin it, and if that something is world-derived, the frame does not rotate with its part. **This
|
||||
codebase shipped exactly this bug** (`en4`): a face-only connector took Z from the face
|
||||
normal but X from `coordsys_x_hint`, a world constant, so Fastened and Slider claimed to lock an
|
||||
orientation the frame could not see. Fixed 2026-07-26 by deriving X from the face's own first usable
|
||||
edge — but note the fix's own caveat: *"replaying an older document whose face-only connector fed a
|
||||
mate can now place that body differently."* Roll conventions are load-bearing, and changing one is a
|
||||
document-format change.
|
||||
|
||||
**C3 — The origin drifts.** See D1.
|
||||
|
||||
**C4 — Implicit and explicit connectors are not the same thing.** On the Onshape forum, implicit
|
||||
connectors are reported to change their query structure when a feature is edited and re-accepted, and
|
||||
are unusable in places explicit ones work. Two things called by one name that behave differently is a
|
||||
permanent tax.
|
||||
|
||||
**C5 — Which part moves?** A frame alignment is asymmetric. If the UI does not say which frame is
|
||||
driven, the user finds out by watching the wrong part jump.
|
||||
|
||||
**C6 — Which direction is a positive offset?** Onshape measures *"from the second Mate connector
|
||||
selected to the first"* — the sign depends on pick order, and swapping the picks flips it. Documented
|
||||
behaviour, documented surprise.
|
||||
|
||||
**C7 — One intent, several mates.** The SOLIDWORKS failure: expressing "this shaft is in this hole,
|
||||
resting on this shoulder" as three constraints, then discovering the solver picked the mirror
|
||||
configuration. Frame-based systems fix this by construction; the requirement is not to reintroduce it.
|
||||
|
||||
**C8 — Degenerate frames.** A circular face has no usable in-plane edge direction; a cylinder seam
|
||||
projects to nothing; a picked edge parallel to Z gives a zero cross product. `datum_frame` handles all
|
||||
three with fallbacks — the requirement is that a fallback be *visible*, because a silent fallback is
|
||||
C2 wearing a different hat.
|
||||
|
||||
**C9 — Order dependence without a solver.** Onshape can say *"Onshape solves Mates simultaneously so
|
||||
order won't affect a Mate."* A system that composes transforms in tree order cannot say that. Two
|
||||
mates driving one body means the second wins and the first is a lie on screen.
|
||||
|
||||
**C10 — Mirrors and patterns.** A mirrored instance has a left-handed frame. Blindly mirroring a
|
||||
connector gives a frame whose Z still points "out" but whose handedness flipped, so every rotation
|
||||
runs backwards. Cheap to handle now, miserable to retrofit.
|
||||
|
||||
---
|
||||
|
||||
## 7. Requirements
|
||||
|
||||
Labelled **[INDUSTRY]** (what the frame-based systems do) or **[DEVIATION]** (we would depart).
|
||||
|
||||
### Definition
|
||||
|
||||
**R1 [INDUSTRY] — A mate connector is a frame attached to exactly one body.** No body, no connector.
|
||||
*Test:* creating a connector without a body is rejected at creation, not at mate time.
|
||||
→ **`CoordSysType::PointWorld` violates this.** It is a datum wearing a connector's name.
|
||||
|
||||
**R2 [INDUSTRY] — One kind of connector, not two.** No "implicit" connector that behaves differently
|
||||
from an explicit one. If hover inference is offered, hovering *creates* an ordinary connector.
|
||||
*Why:* C4. *Test:* everything that accepts a connector accepts any connector.
|
||||
|
||||
**R3 [INDUSTRY] — A mate names exactly one subgroup of free motion.** Fastened (0), Revolute (1),
|
||||
Slider (1), Cylindrical (2), Planar (3), optionally Ball (3). *Why:* §3. *Test:* every type's free
|
||||
set is closed; no type is "A and also B".
|
||||
|
||||
### Orientation
|
||||
|
||||
**R4 [INDUSTRY] — Everything is about Z. Say so once, in the UI.** *Test:* no mate parameter refers
|
||||
to any other axis.
|
||||
|
||||
**R5 [DEVIATION] — Z is the outward material direction, and mates default to FACING.**
|
||||
A mate would drive B's Z onto **−A's Z** by default, so picking two faces that should touch makes
|
||||
them touch with no options changed. *Why:* it is the whole of C1.
|
||||
**Cost and caveat:** this inverts today's default (`mate_flip=false` currently *aligns*), and I could
|
||||
not establish from any vendor's documentation what their default actually is — the forum question in
|
||||
D3 went unanswered precisely because it is undocumented. So this is marked a deviation on the honest
|
||||
grounds that **I cannot prove the industry agrees with it.** If D3's live preview lands first, the
|
||||
default matters much less, because the user sees the outcome before committing. See §9 D1.
|
||||
|
||||
**R6 [DEVIATION] — Name the two directions; do not ship a boolean called "flip".**
|
||||
`Direction: Facing | Aligned`. Every surveyed vendor ships a flip arrow instead. A boolean requires
|
||||
remembering what unticked means; two named values do not. Low risk, small improvement on the state of
|
||||
the art.
|
||||
|
||||
**R7 [INDUSTRY] — Roll is picked, or a stored quarter turn. Never world-derived.**
|
||||
X from a referenced edge or in-plane direction; failing that, a deterministic body-attached seed, with
|
||||
**Rotate 90°** offered as a stored integer 0–3 on top (this is Onshape's "reorient secondary axis",
|
||||
A6). *Why:* C2 and the world-constant bug this project already shipped. *Test:* rotate the parent
|
||||
body by any angle; the connector's X rotates with it — *this test already exists* ("a face-only frame
|
||||
rotates with its body").
|
||||
|
||||
**R8 [INDUSTRY] — A degenerate roll is reported, not absorbed.** *Test:* a connector on a full
|
||||
cylindrical face reports "roll undefined — pick a direction" rather than silently taking a fallback.
|
||||
|
||||
### Placement
|
||||
|
||||
**R9 [INDUSTRY, Fusion] — Origin comes from a small closed set of named candidates.**
|
||||
**Face centroid, arc/circle centre, edge midpoint, vertex.** Four. Each stored as
|
||||
`(kind, topological reference)` and resolved at rebuild. *Why:* D1. *Test:* the stored kind is visible
|
||||
in the card; a rebuild either resolves it or raises an error.
|
||||
|
||||
**R10 [INDUSTRY] — An unresolvable reference is an error, never a silent relocation.**
|
||||
*Test:* delete the referenced face; the mate reports "connector A: face not found" and the body stays
|
||||
where it was.
|
||||
|
||||
### Semantics without a solver
|
||||
|
||||
**R11 [DEVIATION] — A body is driven by at most one mate. The second is refused.**
|
||||
**No surveyed system does this** — they all have solvers and all accept many mates per body. It is
|
||||
forced on us by tree-order composition: a second mate on the same body silently overrides the first
|
||||
and the screen shows a configuration satisfying only one stated intent (C9). *Test:* creating a
|
||||
second mate whose moving body already has one is rejected, naming the existing mate.
|
||||
This is the single largest departure in this document. See §9 D4.
|
||||
|
||||
> **A tempting misreading, checked and rejected.** It is easy to find the claim that Onshape mandates
|
||||
> *"exactly one Mate between any two instances"*, which would make R11 an industry agreement rather
|
||||
> than a deviation. **The Onshape page does not say that.** It says *"**Many assemblies require only**
|
||||
> one Onshape Mate between any two instances"* and then lists, as an explicit remedy, *"**Use more
|
||||
> than one Mate if necessary.**"* One mate per pair is Onshape's *typical case*, not its rule. R11
|
||||
> remains a deviation and must be justified on our own architecture, not on theirs.
|
||||
|
||||
**R11a [DEVIATION] — The refusal list.** With no solver, these are unsupportable and must be refused
|
||||
rather than half-done: a second mate on an already-driven body; cycles (A→B, B→A); closed loops
|
||||
(A→B, A→C, B→C); relations *between* mates (gear, belt, rack-and-pinion, screw coupling); **joint
|
||||
limits**, which nothing can enforce without a solver; and **dragging a body to exercise a free DOF**,
|
||||
which requires keeping the body on the allowed manifold. Motion analysis and animation follow from the
|
||||
same lack. *Requirement:* none of these may appear in the UI as something that half-works.
|
||||
|
||||
**R12 [DEVIATION] — The mate graph is an acyclic forest rooted at fixed bodies.** A body reached by
|
||||
no mate is fixed; cycles are refused. Same root cause as R11. *Test:* A→B, B→A rejected at creation.
|
||||
|
||||
**R13 [INDUSTRY] — Free DOF are preserved from the current placement, and the user is told.**
|
||||
Behaviour already matches Onshape (A8); the telling does not. *Test:* the card for any type with
|
||||
DOF > 0 says which motions remain and that dragging exercises them.
|
||||
|
||||
**R14 [INDUSTRY] — State what mirroring does to a connector.**
|
||||
*Checked in the code:* `datum_frame` ends with a Gram-Schmidt forcing a right-handed frame
|
||||
(`ds.x = Y.cross(Z)`), so a connector resolved on a mirrored body comes out **right-handed, not
|
||||
mirror-imaged**. Z follows the mirrored face's outward normal, X follows a mirrored edge, handedness
|
||||
is re-imposed. Defensible — a mate on the mirrored part still turns the way its type says — but it
|
||||
means a mirrored sub-assembly is *not* the mirror image of the original in its rotation sense.
|
||||
*Requirement:* document it and pin it with a test. *Why:* C10.
|
||||
|
||||
### Feedback — the part that actually removes confusion
|
||||
|
||||
**R15 [INDUSTRY] — Before Confirm, the card answers four questions in words.** Which body moves;
|
||||
which way Z points on each connector; how many DOF remain; what the offset is measured from.
|
||||
|
||||
**R16 [INDUSTRY] — Draw both frames live, with Z distinguishable, and ghost the result.**
|
||||
Two triads with Z rendered differently from X/Y (length, arrowhead, colour). *Why:* D3 — the fastest
|
||||
way to make a convention unequivocal is to show it. *Test:* both Z directions are readable in a
|
||||
screenshot.
|
||||
|
||||
**R17 [INDUSTRY] — Show the DOF budget per body.** "Body 2: 1 of 6 DOF free (rotation about Z)."
|
||||
The most educational readout in any assembly system, and free to compute here — the type *is* the DOF
|
||||
count. *Test:* the number changes when the type changes.
|
||||
|
||||
**R18 [DEVIATION] — Refuse loudly and name the alternative.** Where something is out of scope (a
|
||||
second mate, a tangency, a gear ratio), say what is unsupported and what to do instead. Vendors do not
|
||||
need this because their solvers accept the input. *Test:* no refusal message ends without a suggested
|
||||
next action.
|
||||
|
||||
---
|
||||
|
||||
## 8. Minimal specification, and gap analysis
|
||||
|
||||
### The connector
|
||||
|
||||
```
|
||||
MateConnector
|
||||
body int required, ≥ 0 (R1)
|
||||
origin_kind enum FaceCentroid | ArcCentre | EdgeMidpoint | Vertex (R9)
|
||||
origin_ref topo ref face / edge / vertex index on that body
|
||||
z_source implied by origin_kind: face normal, arc axis, edge tangent
|
||||
roll_ref topo ref optional in-plane edge; else deterministic seed (R7)
|
||||
roll_quarters int 0..3 stored quarter turns on top of the seed (R7, A6)
|
||||
flip_z bool reverse Z at the connector
|
||||
name string stable, user-visible (D4)
|
||||
```
|
||||
|
||||
`flip_z` is a property of the **connector**, chosen once when it is made — not a per-mate
|
||||
afterthought. Keeping connector-flip and mate-direction separate is what stops the "which flip do I
|
||||
tick?" question.
|
||||
|
||||
### The mate
|
||||
|
||||
```
|
||||
Mate
|
||||
kind enum Fastened | Revolute | Slider | Cylindrical | Planar [| Ball] (R3)
|
||||
fixed connector A — its body does not move
|
||||
moving connector B — its body is driven (A5, C5)
|
||||
direction enum Facing | Aligned (R5, R6)
|
||||
offset mm along A's Z, measured A → B — state this in the label (C6)
|
||||
angle deg about A's Z (R4)
|
||||
```
|
||||
|
||||
Within one field of what exists.
|
||||
|
||||
### Gaps against today
|
||||
|
||||
Source of record: `CadDocument.hpp:26,247-252,298-310`; `CadDocument.cpp:1669` (`datum_frame`),
|
||||
`:2961` (`apply_mate`), `:1302` (`add_mate`); `DesignPanel.cpp:2671-2709` (the Mate card).
|
||||
|
||||
| # | Gap | Severity | Ref |
|
||||
|---|---|---|---|
|
||||
| G1 | `PointWorld` connectors are not attached to a body and their X is a world constant | **High — data model** | A4/R1 |
|
||||
| G2 | Origin is always the face centroid; no vertex / edge-midpoint / arc-centre snap | **High — expressiveness** | D1/R9 |
|
||||
| G3 | No live preview of the two Z arrows or of the resulting placement | **High — this is the brief** | D3/R16 |
|
||||
| G4 | Mate card is two abstract dropdowns; nothing says which body moves | High — charter + A5 | R15 |
|
||||
| G5 | No joint-type inference from the picked geometry | Medium — feel | D2 |
|
||||
| G6 | `add_mate` validates nothing — no one-mate-per-body, no cycle check | Medium | R11/R12 |
|
||||
| G7 | No `Ball` type | Low | §3 |
|
||||
| G8 | Re-clocking needs a typed angle; no 90° step control | Low, cheap | A6/R7 |
|
||||
| G9 | Degenerate roll falls back silently | Low | C8/R8 |
|
||||
| G10 | Connectors have no stable user-facing name | Low now, expensive later | D4 |
|
||||
|
||||
**Already aligned — do not "fix" these:** the five types and their DOF; the frame definition (A1);
|
||||
Z as the joint axis (A2); superimpose-then-relax (A3); the fixed/moving asymmetry in the data model
|
||||
(A5); DOF wording in the type list (A7); free-DOF preservation (A8); right-handed frames under mirror
|
||||
(R14); and `en4`'s fix, which put roll derivation on the body where it belongs (C2).
|
||||
|
||||
**The pattern worth naming: the kernel is in good shape and the concept is under-explained.** Half the
|
||||
requirements here are wording and drawing, not geometry. The two real engineering items are R9 (origin
|
||||
candidates) and R11/R12 (the mate-graph rules).
|
||||
|
||||
### Expensive-to-retrofit decisions — get these right in the data model now
|
||||
|
||||
Changing any of these after documents exist in the wild costs a migration, not an edit.
|
||||
|
||||
1. **Topological reference stability.** Storing raw face/edge indices is brittle — editing a body
|
||||
renumbers faces. Either persistent topology IDs, or store the named origin *kind* plus a
|
||||
deterministic search that re-finds the same geometric intent on rebuild. The latter is cheaper and
|
||||
probably sufficient here; it is also what makes R10's "error, never silent relocation" enforceable.
|
||||
2. **Connector ownership** (R1). Remove `PointWorld` or bind it to a body. Do this first.
|
||||
3. **Mate direction semantics** (R5/D1). Inverting the default rewrites the meaning of every saved
|
||||
mate.
|
||||
4. **Roll representation** (R7). "First usable edge" is better than world-X but still fragile. Store
|
||||
an explicit roll reference plus quarter turns.
|
||||
5. **Coordinate convention** — Z = joint axis, X = roll reference. Changing this after release
|
||||
invalidates every mate.
|
||||
6. **Units** — offset in mm, angle in degrees. Never change.
|
||||
7. **Mirror handedness** (R14) — document the decision, do not let it stay an accident.
|
||||
8. **Flat body index vs. a component tree.** Mates currently reference bodies in a flat vector. If
|
||||
**sub-assemblies** are ever in scope, mates must reference nodes in a tree instead. Retrofitting
|
||||
this is painful and it is the one item on this list not already implied elsewhere in the document —
|
||||
**decide now whether nested assemblies are in scope.**
|
||||
9. **Serialization field semantics.** Adding fields is easy; redefining `mate_flip` or
|
||||
`coordsys_x_hint` is not.
|
||||
10. **The one-mate-per-body rule** (R11). Enforce at creation. Relaxing it later by adding a solver is
|
||||
straightforward; allowing many mates now and discovering later that they silently conflict is not.
|
||||
|
||||
---
|
||||
|
||||
## 8b. The visual shape of the connector — polarity and verse
|
||||
|
||||
Researched separately (2026-08-05) by downloading and **looking at** the vendors' own figures, not
|
||||
by reading their prose. Files kept alongside this document in `doc/design/mate-connectors/`.
|
||||
|
||||
### What the systems actually draw
|
||||
|
||||
**Onshape** — verified from `planarfacemateconnectors.png`, `cylindricalmateconnectors.png`,
|
||||
`linearedgemateconnectors.png`, `mateconnector-planarpoints.png`, `matepointiconLG.png`:
|
||||
|
||||
> **A small circle with one quadrant filled, plus three short coloured axis arms (X red, Y green,
|
||||
> Z blue).**
|
||||
|
||||
Three parts, each doing one job:
|
||||
|
||||
| Element | What it says |
|
||||
|---|---|
|
||||
| The **circle** | "I am a frame, and this is my XY plane." |
|
||||
| The **filled quadrant** | **The roll.** The shaded sector is the +X/+Y quadrant. |
|
||||
| The **coloured arms** | The three axis directions, Z distinguished by colour. |
|
||||
|
||||
The quadrant is the cleverest part of the whole design and it is easy to miss. The figure
|
||||
`matepointreorientsecondaryaxis.png` shows three connectors side by side with the quadrant in three
|
||||
different rotations — **it is the live readout of "reorient secondary axis in 90° increments" (A6).**
|
||||
One glyph element makes the otherwise-invisible clocking visible, and makes the 90° button's effect
|
||||
legible before you commit. The toolbar icon `matepointiconLG.png` is that same circle-with-a-quadrant,
|
||||
so the symbol is consistent from toolbar to viewport.
|
||||
|
||||
Candidate snap points, before you choose one, are drawn as **plain small white dots** on the model
|
||||
(clear in `mateconnector-planarpoints.png`: dots at every corner and edge midpoint). Candidate and
|
||||
committed are deliberately different weights — dots propose, the circle-and-triad commits.
|
||||
|
||||
**FreeCAD 1.0** — verbatim from the wiki: *"Connectors are local coordinate systems and are marked by
|
||||
a symbol with three axes (X, Y, Z) and a circle representing the XY-plane."* Same core as Onshape —
|
||||
circle plus triad — **without** the quadrant.
|
||||
|
||||
**Fusion 360** — the joint origin glyph, plus a documented icon language for *candidates*: *"A circle
|
||||
denotes a vertex, and a triangle denotes a midpoint."* Shape encodes what kind of point it is.
|
||||
|
||||
**Convergent core:** *circle for the XY plane + coloured triad*. Onshape alone adds the roll quadrant.
|
||||
|
||||
### What none of them draw — and it is exactly what was asked for
|
||||
|
||||
**Nothing in any vendor's glyph says which connector is the reference and which one is about to
|
||||
move.** Both ends of a mate are drawn identically. That is confusion C5 ("which part moves?") left
|
||||
unsolved in the visual language, and it is why the honest recommendation earlier was a live ghost —
|
||||
the ghost compensates for a glyph that does not carry the information.
|
||||
|
||||
So the two things asked for split cleanly, and only one of them is solved upstream:
|
||||
|
||||
- **Verse** (*verso* — which way it points): **solved**. Z has a colour and a direction.
|
||||
- **Polarity** (which end receives, which end inserts; who is anchored, who travels): **unsolved
|
||||
everywhere.** This is open ground, and getting it right is a genuine improvement rather than a
|
||||
deviation to justify.
|
||||
|
||||
### Our starting point
|
||||
|
||||
**We draw nothing.** `resolve_datum_coordsys()` (`CadDocument.cpp:1749`) has exactly one consumer in
|
||||
the entire tree — `McpControl.cpp:1310`, the agent socket. A mate connector is today visible only to
|
||||
a program. The glyph is unbuilt, so there is no migration cost to designing it properly now.
|
||||
|
||||
### Proposed glyph: the magnet
|
||||
|
||||
Adopt Onshape's proven core, then add the missing polarity with a metaphor that carries its own
|
||||
instructions.
|
||||
|
||||
```
|
||||
▲ solid cone on +Z ONLY ← verse
|
||||
|
|
||||
────●──── ← the disc = XY plane, ● = exact origin
|
||||
▨ quadrant filled ← roll / clocking, steps 90°
|
||||
```
|
||||
|
||||
**Rule 1 — verse: draw +Z and never −Z.** A single stem with a cone head, on the positive side only.
|
||||
No stem below the disc. A double-headed axis is the one thing that guarantees the question gets asked;
|
||||
an arrow that exists on one side only cannot be misread. Length is asymmetric on purpose.
|
||||
|
||||
**Rule 2 — roll: keep Onshape's quadrant.** Filled sector = the +X/+Y quadrant. It rotates in 90°
|
||||
steps with the reorient control (A6/R7). This is aligned *and* it is the only in-glyph answer to
|
||||
"where is X?", which matters because Fastened and Slider lock the clocking.
|
||||
|
||||
**Rule 3 — polarity: solid cone travels, open collar receives.**
|
||||
- The **driven** connector (B, on the body that will move) draws a **solid filled cone** — the plug.
|
||||
- The **fixed** connector (A) draws an **open ring / hollow cone outline** — the socket.
|
||||
|
||||
Same silhouette, so they read as a matched pair; opposite fill, so which one is about to jump is
|
||||
answerable at a glance and without a legend. Plug-into-socket is the one mechanical metaphor every
|
||||
user of this tool already has in their hands.
|
||||
|
||||
**Rule 4 — the pair reads as a magnet.** Draw a dashed line joining the two origins the moment both
|
||||
are picked. Two poles, one field line. And because a magnet's north seeks a south, **"facing" becomes
|
||||
the self-evident default** — which quietly settles open decision D1 (§9) on visual grounds rather than
|
||||
on a convention nobody can look up. If the glyph looks like a magnet, nobody has to be told that two
|
||||
faces which touch have opposed normals.
|
||||
|
||||
**Rule 5 — three states, three weights.**
|
||||
|
||||
| State | Drawing |
|
||||
|---|---|
|
||||
| **Candidate** (hover) | small dot only — Onshape's white dots; shape may encode kind, Fusion-style |
|
||||
| **Picked** | full glyph: disc + quadrant + cone |
|
||||
| **Degenerate roll** (C8/R8) | the quadrant is drawn **hollow/hatched** — "roll undefined, pick a direction" |
|
||||
|
||||
That last row is worth the trouble: it turns R8 from a message nobody reads into a mark you cannot
|
||||
miss, and it costs one branch in the renderer.
|
||||
|
||||
**Rule 6 — do not reuse the existing triad.** The bed-centre world triad
|
||||
(`DesignCanvas.cpp:65`, `set_axes_at_bed_center`) and the move gizmo are already three-coloured arrows.
|
||||
The connector must not be a fourth set of RGB arrows or the viewport becomes unreadable. The disc and
|
||||
the quadrant are what distinguish it; keep the arms short, and consider drawing only Z on the
|
||||
committed glyph, with X/Y implied by the quadrant.
|
||||
|
||||
### Built and judged in the viewport, not in a mock
|
||||
|
||||
The browser mock that first accompanied this section was the wrong instrument and its proportions
|
||||
were meaningless: **every gizmo in this codebase is sized in SCREEN PIXELS** via `upp = 1/zoom`
|
||||
(`render_shell_gizmo` uses `15.0 * upp`, `render_hole_gizmo` `9.0 * upp` for its cube). A connector
|
||||
is a symbol, not a part — it must not shrink with the model. Nothing about that is visible in SVG.
|
||||
|
||||
The glyph was therefore implemented and driven on the rig. Screenshots: `g-0*.png`, left in the workspace `artifacts/shots/` and not moved into the repo.
|
||||
Five findings, none of which a mock could have produced:
|
||||
|
||||
**F1 — Three axis arms lose to one.** Rendered side by side (`ORCA_CAD_GLYPH=A` vs default), the
|
||||
Onshape-style RGB trio crowds a 22 px disc: the arrowheads are as large as the disc, they bury the
|
||||
gold quadrant, and at an oblique angle the three heads pile into a coloured smudge. Worse, **it is
|
||||
indistinguishable from the move gizmo and the bed triad**, which are already RGB arrow trios in this
|
||||
viewport. One-sided Z wins on evidence, not taste. (`g-01-zoom.png` vs `g-02-zoom.png`.)
|
||||
|
||||
**F2 — Polarity works, and colour does more of the work than fill.** A filled blue head against an
|
||||
open grey outline head is readable instantly at 22 px (`g-03-zoom.png`). But the fill difference is
|
||||
the *second* cue; the colour split carries it. Keep both — fill survives greyscale and colour-blind
|
||||
palettes, colour survives small size.
|
||||
|
||||
**F3 — Depth off floats, depth on tears.** With `GL_DEPTH_TEST` off, connectors on faces pointing
|
||||
*away* from the camera still drew their discs over the solid, so the part looked covered in frames
|
||||
that were really on its back. Turning depth on fixed that and immediately caused **z-fighting**: the
|
||||
disc is exactly coplanar with its face, and came out as a broken dotted arc. The fix is depth **on**
|
||||
plus a sub-pixel lift along Z (`0.7 * upp`), scaled by `upp` so it never becomes a visible gap on
|
||||
zoom-in. Both failure modes are in the images (`g-03` torn, `g-04` clean).
|
||||
|
||||
**F4 — The quadrant is the first thing to die at a grazing angle.** On a face seen nearly edge-on the
|
||||
disc foreshortens to a sliver and the fan collapses into a blob (`g-01-zoom.png`, lower-right glyph).
|
||||
The roll is exactly the information that is hardest to read when you most need it. Not yet solved —
|
||||
see the open item below.
|
||||
|
||||
**F5 — Roll-undefined in red is too loud.** It works, but it makes the *least* important connector
|
||||
the most eye-catching thing on screen. Amber, or the same grey with a hatched quadrant, is enough.
|
||||
|
||||
Also surfaced while testing, and unrelated to the glyph: `add_mate` accepted a mate between two
|
||||
connectors **on the same body**, which is meaningless, and duly transformed the body relative to
|
||||
itself. Concrete instance of gap G6.
|
||||
|
||||
**Still untested:** a true grazing view (the view-cube click missed), a connector on a curved face,
|
||||
and behaviour when a connector overlaps the move gizmo. F4 is the open design question — the disc may
|
||||
need to billboard its *quadrant* while keeping the disc in-plane, which is a compromise no surveyed
|
||||
vendor makes and which should be tried before being adopted.
|
||||
|
||||
### What this costs
|
||||
|
||||
A renderer for `resolve_datum_coordsys()` — which does not exist and has to be written whatever glyph
|
||||
is chosen — plus one dashed line and three fill states. No kernel work. It is the same piece of work
|
||||
as G3 (live preview), and doing them together is what makes the mate card honest.
|
||||
|
||||
---
|
||||
|
||||
## 8c. The "faceted ridge dome" proposal — built, rendered, judged
|
||||
|
||||
A colleague proposed replacing the flat disc with an **asymmetric low-poly solid**: a faceted
|
||||
prismatic wedge with a dominant longitudinal ridge that **slopes** from a tall steep back to a long
|
||||
shallow front, plus a male protrusion / female pocket pair with a 0.2 mm clearance.
|
||||
|
||||
It was built rather than discussed. `faceted_ridge_key.scad` (this folder) (6 vertices, 7 faces),
|
||||
verified as a closed manifold, exported through OpenSCAD, and flat-shaded from five directions with
|
||||
`render_key.py` / `render_stl.py`. Sheets: `rk-sheet.png`, `cmp-sheet.png`.
|
||||
|
||||
### The verdict: the shape is right, the male/female polarity cue is not
|
||||
|
||||
**It solves F4, decisively.** The grazing view — where the flat disc dies, its quadrant collapsing to
|
||||
a blob — is the view where this shape is *most* legible: the tall back and long shallow front are
|
||||
unmistakable in silhouette. At a grazing angle the silhouette IS the information, and this solid's
|
||||
silhouette is maximally informative there. That is a real, evidence-backed win over what is currently
|
||||
in the code.
|
||||
|
||||
**Down the mating axis (+Z) it also reads well**, which matters because that is the natural viewing
|
||||
direction when you are looking at a face you intend to mate.
|
||||
|
||||
**One degenerate view, and it is not the one I predicted.** I expected the ±X views (along the ridge)
|
||||
to be silhouette-ambiguous, resolved only by shading. Wrong: front and back are clearly *different* —
|
||||
the front shows several facets, the back is a **single flat featureless triangle**. So they are not
|
||||
confusable, but the view from directly behind the tall end tells you nothing about roll or slope.
|
||||
A second blind spot remains untested: from below the base, where the protrusion is hidden behind its
|
||||
own face.
|
||||
|
||||
**The female half fails, and much harder than expected.** Rendered with flat shading and no outlines —
|
||||
the honest test, since a viewport draws no black edges — a recessed pocket is *invisible*: iso and
|
||||
grazing show a plain block with a hairline; straight down the axis shows a **completely blank
|
||||
rectangle**. The interior faces are lit almost identically to the top face and are occluded by the rim
|
||||
from most angles. As a polarity cue, male/female therefore works in exactly one direction and returns
|
||||
nothing in the other.
|
||||
|
||||
> **Conclusion: do not overload shape with all three jobs.** Let the solid carry **verse and roll**,
|
||||
> where it is excellent, and carry **polarity on a second channel** — colour plus the filled/open head
|
||||
> that already tested well at 22 px (F2). Drawing the fixed connector as an outline/wireframe of the
|
||||
> same solid is the variant worth trying; drawing it as a pocket is not.
|
||||
|
||||
### Two premises in the brief are wrong
|
||||
|
||||
**"Avoid curved surfaces to optimise rendering computations / rapid mesh processing."** Not a reason
|
||||
for a viewport glyph. There are 2–20 connectors on screen, the renderer pushes `GLModel` triangles
|
||||
directly, and it performs no CSG or mesh processing at all. **The real argument for flat facets is
|
||||
legibility**: hard normals give distinct value steps between adjacent facets, and the renders confirm
|
||||
that is exactly what makes the shape readable from an arbitrary angle. Keep the constraint, fix the
|
||||
justification. (For a *printed* part the original justification is sound for a different reason: flat
|
||||
facets slice without the stair-stepping a tessellated curve produces.)
|
||||
|
||||
**"0.2 mm clearance for smooth mechanical mating."** Meaningless for a glyph. A symbol mates with
|
||||
nothing, and every gizmo here is sized in screen pixels via `upp`, so a millimetre tolerance has no
|
||||
referent. This is the strongest signal that **the brief was written for a physical printed part**,
|
||||
not for a viewport symbol — as are "scannable" and "mechanical mating". See the open question below.
|
||||
|
||||
### Two defects the build caught that discussion would not have
|
||||
|
||||
1. **The flank quads are not planar.** Written as `[0,3,5,4]` and `[1,4,5,2]` the base edge and the
|
||||
ridge edge are skew, so the four corners do not share a plane — my own first draft asserted the
|
||||
opposite in a comment. Left as quads, the tessellator picks the fold direction, the "flat facet"
|
||||
promise is broken by an unspecified crease, and two exporters can disagree about the shape. Fixed
|
||||
by triangulating explicitly (7 faces, Euler 6 − 11 + 7 = 2).
|
||||
2. **The pocket punched through its own plate.** A 4.5 mm key against a 3 mm demo plate gives a
|
||||
through-hole, not a pocket. Minimum stock = height + clearance + pocket depth + a wall.
|
||||
|
||||
Also worth recording: the first female render was misleading because the debug renderer outlined
|
||||
*every* triangle, so a flat top face triangulated by CGAL looked like a faceted dome. The instrument
|
||||
lied before the geometry did. Conclusions were only drawn after outlines were removed.
|
||||
|
||||
### Second opinion, and the one disagreement worth resolving
|
||||
|
||||
Kimi reviewed the proposal independently and **rejected it for the viewport**. It agreed on the two
|
||||
wrong premises, agreed the female pocket is unreadable, and added the useful framing that a
|
||||
screen-constant symbol and a model-constant part feature are two different design spaces that cannot
|
||||
be served by one geometry. It also noted correctly that there is **no single scalar** that removes
|
||||
ambiguity from every view: you need one asymmetry in the base plane (for top-down roll) and one out
|
||||
of plane (the ridge slope, for front/back). Our base is scalene, so it has both.
|
||||
|
||||
Its central objection was numeric and testable: *"at 22 px with 6–8 facets each facet is 3–7 px wide,
|
||||
that is at the aliasing limit … minimum useful size is roughly 32–48 px, which is not compatible with
|
||||
a 22 px screen-constant symbol."* My own renders were ~300 px, so the claim was unaddressed by my
|
||||
evidence and would have killed the concept if true.
|
||||
|
||||
**Rendered at 22, 32 and 48 px (`size-test.png`), it is false for this shape.** At 22 px all three
|
||||
views still read: the grazing view shows the tall back and shallow front unmistakably, and the
|
||||
down-axis view keeps a strong dark/light split. The reason Kimi's arithmetic does not apply is that
|
||||
this solid presents only **four or five large facets with high value contrast**, not eight small ones —
|
||||
the silhouette does most of the work, and silhouettes survive downsampling far better than facet
|
||||
detail does.
|
||||
|
||||
*Honest limit on that result:* the test renderer has no anti-aliasing, no perspective, one directional
|
||||
light, and no background. Readable at 22 px against white is not the same as readable at 22 px on top
|
||||
of a shaded gold part next to the move gizmo. That case still needs the rig.
|
||||
|
||||
**Where I do not follow Kimi:** its recommendation is to **billboard** the existing flat glyph so it
|
||||
never turns edge-on. That kills F4 by construction, but a billboarded frame cannot show the frame's
|
||||
orientation *in place* — which is the entire reason the disc is a disc and not a dot — and it is what
|
||||
no surveyed CAD system does; Onshape, Fusion and FreeCAD all draw the frame in the geometry. Worth
|
||||
prototyping as an option, not worth adopting on argument.
|
||||
|
||||
### Open question for Tommaso
|
||||
|
||||
**Is this a viewport glyph or a printable alignment feature?** The vertex logic is identical either
|
||||
way; only the units and the clearance change, and the `.scad` file states both readings. But the
|
||||
answer decides whether `clr`/`depth` are real millimetres or meaningless, and whether the geometry
|
||||
scales with the model or stays screen-constant. The brief's own language points at "physical", the
|
||||
conversation it arrived in points at "glyph".
|
||||
|
||||
---
|
||||
|
||||
## 9. Decisions for you
|
||||
|
||||
**D1 — Invert the default direction to Facing?** [DEVIATION, R5]
|
||||
It changes the meaning of every stored document containing a mate. Options: (a) invert and migrate,
|
||||
writing `direction=Aligned` where `mate_flip` was false; (b) invert only for new mates and store
|
||||
`direction` explicitly from now on. (b) is safer and costs one field. Note this project has taken one
|
||||
such semantic hit knowingly before — the `en4` fix — and the golden fixture survived, so the
|
||||
migration path is a known quantity. **If G3 (live preview) lands first, this matters much less.**
|
||||
|
||||
**D2 — How far to take origin candidates?** [R9]
|
||||
Four kinds is the Fusion-aligned recommendation. Two (face centroid + arc centre) would cover "sit on
|
||||
a face" and "go down a hole" — most printed-part assembly — at a third of the work. Where do you want
|
||||
to stop?
|
||||
|
||||
**D3 — Ball mate: in or out?**
|
||||
In four of five frame-based systems, so including it is the aligned choice. Out is defensible for
|
||||
printable mechanical parts. Cheap either way — align origins, leave orientation free. Kimi's review
|
||||
argued **out**: a true ball joint is hard to print and hard to use without a roll reference, and a
|
||||
Fastened connector at the ball centre approximates it.
|
||||
|
||||
**D3a — Should Planar be dropped?** [dissent worth recording]
|
||||
Kimi's independent review recommended **removing Planar** and shipping four types, on the grounds that
|
||||
"slide on a flat surface" is rarely how printed mechanisms work — you usually want a rail or a hinge —
|
||||
and that Planar is the type most likely to confuse a user who expected "put this flat on that" and got
|
||||
a part free to slide. It further ranked the honest minimum as **three**: Fastened, Revolute, Slider,
|
||||
with Cylindrical useful and decomposable.
|
||||
**I do not agree, and the reason is alignment.** Planar appears in every frame-based system surveyed,
|
||||
it is a genuine lower pair, it is already implemented and tested, and removing it is a document-format
|
||||
change made in exchange for nothing. The confusion Kimi names is real but it is a *feedback* problem —
|
||||
it is exactly what R17 (show the DOF budget) and R13 (say that free DOF are preserved) exist to fix.
|
||||
Recorded here because it is a legitimate reading of the same evidence and the call is yours.
|
||||
|
||||
**D4 — Is refusing a second mate per body acceptable?** [DEVIATION, R11 — the big one]
|
||||
It is the honest consequence of having no solver, and it is what makes the tool predictable. But **no
|
||||
mainstream system behaves this way**, so it is the point where an experienced user's intuition will
|
||||
break. It means a part cannot be constrained by two independent relationships — "in this hole *and*
|
||||
resting on this shoulder" must be expressed by placing one connector correctly rather than by two
|
||||
mates. If that trade is unacceptable, the answer is a solver, and the scope of this document changes
|
||||
entirely.
|
||||
|
||||
There is a strong argument that the trade is not merely acceptable but *correct for this product*:
|
||||
the Design tab lives inside a slicer, and most of its users are positioning parts for printing rather
|
||||
than building working mechanisms. For layout-and-export, tree-order composition is genuinely enough,
|
||||
and adding a solver to look like Onshape would buy complexity nobody asked for. The rule to publish is
|
||||
then simple and defensible: **one mate per moving body, acyclic, no relations between mates** — with
|
||||
R18's loud refusals carrying the honesty.
|
||||
|
||||
---
|
||||
|
||||
## Sources
|
||||
|
||||
**Onshape** — [Mate Connector](https://cad.onshape.com/help/Content/PartStudio/mate_connector.htm) ·
|
||||
[Mates](https://cad.onshape.com/help/Content/Assembly/mates.htm) ·
|
||||
[Fastened](https://cad.onshape.com/help/Content/Assembly/fastened_mate.htm) ·
|
||||
[Revolute](https://cad.onshape.com/help/Content/Assembly/revolute_mate.htm) ·
|
||||
[Slider](https://cad.onshape.com/help/Content/Assembly/slider_mate.htm) ·
|
||||
[Cylindrical](https://cad.onshape.com/help/Content/Assembly/cylindrical_mate.htm) ·
|
||||
[Planar](https://cad.onshape.com/help/Content/Assembly/planar_mate.htm) ·
|
||||
[Ball](https://cad.onshape.com/help/Content/Assembly/ball_mate.htm) ·
|
||||
[Parallel](https://cad.onshape.com/help/Content/Assembly/parallel_mate.htm) ·
|
||||
[Tangent](https://cad.onshape.com/help/Content/Assembly/tangent_mate.htm) ·
|
||||
[Pin Slot](https://cad.onshape.com/help/Content/Assembly/pin_slot_mate.htm) ·
|
||||
[5 things you can do with mate connectors in Part Studios](https://www.onshape.com/en/resource-center/tech-tips/tech-tip-5-things-you-can-do-with-mate-connectors-in-onshape-part-studios)
|
||||
|
||||
**Onshape forum** — [The concept behind Mates Z Axes](https://forum.onshape.com/discussion/22828/the-concept-behind-mates-z-axes) (C1/D3) ·
|
||||
[Implicit mate connectors act differently than explicit ones](https://forum.onshape.com/discussion/15736/implicit-mate-connectors-act-differently-than-explicit-ones) (C4) ·
|
||||
[Efficiently set mate connectors](https://forum.onshape.com/discussion/13133/efficiently-set-mate-connectors)
|
||||
|
||||
**Fusion 360** — [Joint types](https://help.autodesk.com/cloudhelp/ENU/Fusion-Assemble/files/GUID-8818AE31-958A-4A59-989B-9875A174C67A.htm) ·
|
||||
[Joint origins](https://help.autodesk.com/view/fusion360/ENU/?guid=ASM-JOINT-ORIGIN) ·
|
||||
[Joints vs. Mates in Fusion](https://www.autodesk.com/products/fusion-360/blog/joints-mates-moving-fusion/) ·
|
||||
[Joint tips — snap points and Ctrl cycling](https://mgfx.co.za/blog/engineering-manufacturing-design/fusion-360-joint-tips/)
|
||||
|
||||
**Inventor** — [Create Joints Reference](https://help.autodesk.com/cloudhelp/2026/ENU/Inventor-Help/files/GUID-6AA68E8F-7C97-4806-8483-3941DE915E70.htm) ·
|
||||
[Use Joint to define and manage relationships](https://knowledge.autodesk.com/support/inventor-products/learn-explore/caas/CloudHelp/cloudhelp/2014/ENU/Inventor/files/GUID-21DC3336-5C51-42C1-90FB-4299CD66E0C6-htm.html) (type inference, D2)
|
||||
|
||||
**FreeCAD 1.0** — [Assembly Workbench](https://wiki.freecad.org/Assembly_Workbench) ·
|
||||
[Fixed Joint properties](https://wiki.freecad.org/Assembly_CreateJointFixed)
|
||||
|
||||
**Creo** — [About Predefined Constraint Sets](https://support.ptc.com/help/creo/creo_pma/r12/usascii/assembly/asm/About_Predefined_Constraint_Sets.html)
|
||||
|
||||
**Siemens NX** — [Assembly constraints](https://learnnx.com/lesson/siemens-nx-assemblies-assembly-constraints/)
|
||||
|
||||
**SOLIDWORKS** — [Mate References](https://help.solidworks.com/2025/English/SolidWorks/sldworks/c_Mate_References_Overview_SWassy.htm) ·
|
||||
[Creating and using mate references](https://blogs.solidworks.com/tech/2019/07/creating-and-using-mate-references.html)
|
||||
|
||||
**Theory** — [Hervé, The Lie group of rigid body displacements, a fundamental tool for mechanism design](https://www.sciencedirect.com/science/article/abs/pii/S0094114X98000512) ·
|
||||
[Joint kinematics — the six lower pairs and their DOF](https://erc-bpgc.github.io/handbook/mechanical/Joint%20Kinematics/) ·
|
||||
[ISO 10303-105 — Kinematics (STEP integrated resource)](https://www.iso.org/standard/78589.html)
|
||||
|
||||
**Internal** — `en4` (closed 2026-07-26, fixes C2 here) · `CadDocument.cpp:1669`
|
||||
`datum_frame` · `CadDocument.cpp:2961` `apply_mate` · `CadDocument.cpp:1302` `add_mate`
|
||||
|
||||
**Second opinion** — an independent review by Kimi Code (2026-08-05) contributed the
|
||||
vendors-ship-both caveat (§1), the explicit-dropdown option for origin choice (D1), the expanded
|
||||
refusal list (R11a), the retrofit list (§8), and the dissents recorded at D3/D3a. One of its claims —
|
||||
that Onshape mandates *"exactly one Mate between any two instances"* — **was checked against the
|
||||
source and is wrong**; the correction is recorded at R11 because it is a misreading that would
|
||||
otherwise turn our largest deviation into a false agreement.
|
||||
|
Before Width: | Height: | Size: 98 KiB |
|
Before Width: | Height: | Size: 94 KiB |
|
Before Width: | Height: | Size: 270 KiB |
|
Before Width: | Height: | Size: 20 KiB |
|
Before Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.6 KiB |
@@ -1,30 +0,0 @@
|
||||
// Emitted by doc/design/mate-connectors/emit_glyph_table.py from bear.step — do not hand-edit.
|
||||
// Normalised to the part's bounding span and centred: the renderer scales by one radius.
|
||||
static const Vec2d kBearOutline[] = { // 12 verts, RDP eps 0.030, CCW
|
||||
{+0.3842, +0.3294}, {+0.3156, +0.4002}, {+0.2424, +0.3294},
|
||||
{-0.2524, +0.3294}, {-0.3377, +0.3877}, {-0.3693, +0.3298},
|
||||
{-0.3256, +0.2631}, {-0.4893, -0.3337}, {-0.3960, -0.4002},
|
||||
{+0.4151, -0.4002}, {+0.5000, -0.3154}, {+0.3156, +0.2631},
|
||||
};
|
||||
static const Vec2d kBearChin[] = { // the CHIN BAR, flat. The muzzle is relief — see kBearCrest.
|
||||
{-0.2682, -0.3578}, {+0.2628, -0.3578}, {+0.2237, -0.1786},
|
||||
};
|
||||
// {cx, cy, r}: two eyes, then the cheek dot that carries handedness (wi3z).
|
||||
static const Vec3d kBearMarks[] = {
|
||||
{-0.1997, +0.1760, +0.0590},
|
||||
{+0.1947, +0.1760, +0.0590},
|
||||
{+0.2797, +0.0760, +0.0380},
|
||||
};
|
||||
// THE MUZZLE, lifted off the mesh: a tapered wedge, base quad + crest edge, 6 facets.
|
||||
// This is the only feature standing along +Z and the only one still legible edge-on.
|
||||
static const double kBearPlateZ = +0.0360;
|
||||
static const Vec2d kBearSnoutBase[] = { // CCW from the nose end
|
||||
{-0.0727, -0.2417},
|
||||
{+0.0630, -0.2417},
|
||||
{+0.0259, +0.1939},
|
||||
{-0.0356, +0.1939},
|
||||
};
|
||||
static const Vec3d kBearCrest[] = { // nose (tall) -> tail (short)
|
||||
{-0.0048, -0.1793, +0.2073},
|
||||
{-0.0048, +0.1605, +0.1279},
|
||||
};
|
||||
|
Before Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 22 KiB |
@@ -1,299 +0,0 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
<head>
|
||||
<meta charset="utf-8">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||
<title>Mate connector glyph — polarity and verse</title>
|
||||
<style>
|
||||
:root {
|
||||
--ground: #eceef1;
|
||||
--panel: #f8f9fb;
|
||||
--panel-edge: #d3d8df;
|
||||
--ink: #171a1f;
|
||||
--ink-soft: #5a626e;
|
||||
--ink-faint: #8b93a0;
|
||||
--viewport: #9aa0a8; /* the grey a CAD viewport actually is */
|
||||
--viewport-2: #7f858d;
|
||||
--axis-z: #2f6fed;
|
||||
--axis-x: #d94a3d;
|
||||
--axis-y: #3aa757;
|
||||
--quadrant: #e8a317;
|
||||
--anchor: #6b7280;
|
||||
--driven: #2f6fed;
|
||||
--warn: #c2410c;
|
||||
}
|
||||
@media (prefers-color-scheme: dark) {
|
||||
:root {
|
||||
--ground: #14171c;
|
||||
--panel: #1b1f26;
|
||||
--panel-edge: #2b313a;
|
||||
--ink: #e8eaee;
|
||||
--ink-soft: #a6aeba;
|
||||
--ink-faint: #6e7784;
|
||||
--viewport: #4a5058;
|
||||
--viewport-2: #3a3f46;
|
||||
--axis-z: #6ea2ff;
|
||||
--axis-x: #ff7a6d;
|
||||
--axis-y: #5fd07f;
|
||||
--quadrant: #ffc247;
|
||||
--anchor: #9aa3b0;
|
||||
--driven: #6ea2ff;
|
||||
--warn: #fb923c;
|
||||
}
|
||||
}
|
||||
:root[data-theme="dark"] {
|
||||
--ground:#14171c; --panel:#1b1f26; --panel-edge:#2b313a; --ink:#e8eaee;
|
||||
--ink-soft:#a6aeba; --ink-faint:#6e7784; --viewport:#4a5058; --viewport-2:#3a3f46;
|
||||
--axis-z:#6ea2ff; --axis-x:#ff7a6d; --axis-y:#5fd07f; --quadrant:#ffc247;
|
||||
--anchor:#9aa3b0; --driven:#6ea2ff; --warn:#fb923c;
|
||||
}
|
||||
:root[data-theme="light"] {
|
||||
--ground:#eceef1; --panel:#f8f9fb; --panel-edge:#d3d8df; --ink:#171a1f;
|
||||
--ink-soft:#5a626e; --ink-faint:#8b93a0; --viewport:#9aa0a8; --viewport-2:#7f858d;
|
||||
--axis-z:#2f6fed; --axis-x:#d94a3d; --axis-y:#3aa757; --quadrant:#e8a317;
|
||||
--anchor:#6b7280; --driven:#2f6fed; --warn:#c2410c;
|
||||
}
|
||||
|
||||
* { box-sizing: border-box; }
|
||||
body {
|
||||
margin: 0; padding: 40px 24px 72px;
|
||||
background: var(--ground); color: var(--ink);
|
||||
font: 15px/1.6 ui-sans-serif, system-ui, -apple-system, "Segoe UI", Roboto, sans-serif;
|
||||
}
|
||||
.wrap { max-width: 1000px; margin: 0 auto; display: flex; flex-direction: column; gap: 28px; }
|
||||
header { display: flex; flex-direction: column; gap: 6px; }
|
||||
h1 { font-size: 26px; line-height: 1.25; margin: 0; letter-spacing: -0.01em; text-wrap: balance; }
|
||||
.sub { color: var(--ink-soft); max-width: 62ch; margin: 0; }
|
||||
.eyebrow {
|
||||
font-size: 11px; letter-spacing: 0.12em; text-transform: uppercase;
|
||||
color: var(--ink-faint); font-weight: 600;
|
||||
}
|
||||
h2 {
|
||||
font-size: 13px; letter-spacing: 0.1em; text-transform: uppercase;
|
||||
color: var(--ink-faint); margin: 16px 0 0; font-weight: 600;
|
||||
}
|
||||
.row { display: flex; flex-wrap: wrap; gap: 16px; }
|
||||
.card {
|
||||
background: var(--panel); border: 1px solid var(--panel-edge);
|
||||
border-radius: 10px; padding: 18px; flex: 1 1 220px; min-width: 220px;
|
||||
display: flex; flex-direction: column; gap: 10px;
|
||||
}
|
||||
.card.wide { flex: 1 1 100%; }
|
||||
.stage { display: flex; align-items: center; justify-content: center; padding: 4px 0; }
|
||||
.name { font-weight: 650; font-size: 15px; }
|
||||
.note { color: var(--ink-soft); font-size: 13.5px; margin: 0; }
|
||||
.k { color: var(--ink); font-weight: 600; }
|
||||
table { border-collapse: collapse; width: 100%; font-size: 14px; }
|
||||
th, td { text-align: left; padding: 8px 10px; border-bottom: 1px solid var(--panel-edge); vertical-align: top; }
|
||||
th { color: var(--ink-faint); font-weight: 600; font-size: 12px; letter-spacing: 0.06em; text-transform: uppercase; }
|
||||
code { font: 13px/1.5 ui-monospace, SFMono-Regular, Menlo, monospace; color: var(--ink-soft); }
|
||||
.legend { display: flex; flex-wrap: wrap; gap: 14px; font-size: 13px; color: var(--ink-soft); }
|
||||
.swatch { display: inline-flex; align-items: center; gap: 7px; }
|
||||
.dot { width: 11px; height: 11px; border-radius: 50%; display: inline-block; }
|
||||
</style>
|
||||
</head>
|
||||
<body>
|
||||
<div class="wrap">
|
||||
|
||||
<header>
|
||||
<div class="eyebrow">Orca Design · assembly</div>
|
||||
<h1>Mate connector glyph — polarity and verse</h1>
|
||||
<p class="sub">
|
||||
Onshape's core (disc + roll quadrant + Z arrow) is adopted unchanged because it is proven and
|
||||
aligned. The addition is <span class="k">polarity</span> — which connector is anchored and
|
||||
which one travels — which no surveyed CAD system encodes in its glyph.
|
||||
</p>
|
||||
</header>
|
||||
|
||||
<h2>The three jobs of the glyph</h2>
|
||||
<div class="row">
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="150" height="130" viewBox="-75 -95 150 130" aria-label="Disc with origin dot">
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--ink-soft)" stroke-width="2.5"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--ink)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Disc — the XY plane</div>
|
||||
<p class="note">Says “I am a frame, and this is the plane I sit in.” The dot is the exact origin.</p>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="150" height="130" viewBox="-75 -95 150 130" aria-label="Disc with one quadrant filled">
|
||||
<path d="M0,0 L42,0 A42,17 0 0 1 0,17 Z" fill="var(--quadrant)" opacity="0.9"/>
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--ink-soft)" stroke-width="2.5"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--ink)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Quadrant — the roll</div>
|
||||
<p class="note">
|
||||
The filled sector is the +X/+Y quadrant. It steps 90° with the reorient control, so the
|
||||
clocking that Fastened and Slider lock is <em>visible</em> before you commit.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="150" height="130" viewBox="-75 -95 150 130" aria-label="Z arrow drawn only upward">
|
||||
<path d="M0,0 L42,0 A42,17 0 0 1 0,17 Z" fill="var(--quadrant)" opacity="0.9"/>
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--ink-soft)" stroke-width="2.5"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-58" stroke="var(--axis-z)" stroke-width="3.5" stroke-linecap="round"/>
|
||||
<polygon points="0,-80 -9.5,-56 9.5,-56" fill="var(--axis-z)"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--ink)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Arrow — the verse</div>
|
||||
<p class="note">
|
||||
Drawn on <span class="k">+Z only</span>. Nothing below the disc. A double-headed axis is what
|
||||
makes people ask which way it points; a one-sided arrow cannot be misread.
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<h2>Polarity — the part nobody else draws</h2>
|
||||
<div class="row">
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="170" height="150" viewBox="-85 -105 170 150" aria-label="Fixed connector, open collar">
|
||||
<path d="M0,0 L42,0 A42,17 0 0 1 0,17 Z" fill="var(--quadrant)" opacity="0.55"/>
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--anchor)" stroke-width="2.5"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-56" stroke="var(--anchor)" stroke-width="3" stroke-linecap="round"/>
|
||||
<polygon points="0,-80 -9.5,-56 9.5,-56" fill="none" stroke="var(--anchor)" stroke-width="3" stroke-linejoin="round"/>
|
||||
<ellipse cx="0" cy="-56" rx="9.5" ry="3.6" fill="none" stroke="var(--anchor)" stroke-width="2.2"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--anchor)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Fixed — the socket</div>
|
||||
<p class="note">
|
||||
Hollow head, muted colour. This body <span class="k">does not move</span>. It receives.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="170" height="150" viewBox="-85 -105 170 150" aria-label="Driven connector, solid cone">
|
||||
<path d="M0,0 L42,0 A42,17 0 0 1 0,17 Z" fill="var(--quadrant)" opacity="0.95"/>
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--driven)" stroke-width="2.5"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-58" stroke="var(--driven)" stroke-width="3.5" stroke-linecap="round"/>
|
||||
<polygon points="0,-80 -9.5,-56 9.5,-56" fill="var(--driven)"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--driven)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Driven — the plug</div>
|
||||
<p class="note">
|
||||
Solid head, active colour. This body <span class="k">is the one that jumps</span>. It inserts.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<div class="card">
|
||||
<div class="stage">
|
||||
<svg width="170" height="150" viewBox="-85 -105 170 150" aria-label="Degenerate roll, hatched quadrant">
|
||||
<defs>
|
||||
<pattern id="hatch" width="6" height="6" patternUnits="userSpaceOnUse" patternTransform="rotate(45)">
|
||||
<line x1="0" y1="0" x2="0" y2="6" stroke="var(--warn)" stroke-width="2"/>
|
||||
</pattern>
|
||||
</defs>
|
||||
<path d="M0,0 L42,0 A42,17 0 0 1 0,17 Z" fill="url(#hatch)" opacity="0.85"/>
|
||||
<ellipse cx="0" cy="0" rx="42" ry="17" fill="none" stroke="var(--warn)" stroke-width="2.5" stroke-dasharray="5 4"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-58" stroke="var(--axis-z)" stroke-width="3.5" stroke-linecap="round"/>
|
||||
<polygon points="0,-80 -9.5,-56 9.5,-56" fill="var(--axis-z)"/>
|
||||
<circle cx="0" cy="0" r="3.6" fill="var(--ink)"/>
|
||||
</svg>
|
||||
</div>
|
||||
<div class="name">Roll undefined</div>
|
||||
<p class="note">
|
||||
Hatched quadrant, dashed disc: a circular face or a seam gave no usable direction. Says
|
||||
“pick a direction” without a dialog.
|
||||
</p>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<h2>The pair reads as a magnet</h2>
|
||||
<div class="card wide">
|
||||
<div class="stage">
|
||||
<svg width="620" height="230" viewBox="-310 -120 620 230" aria-label="Two connectors facing each other on two plates">
|
||||
<!-- lower plate (fixed) -->
|
||||
<path d="M-260,52 L-60,10 L60,44 L-140,86 Z" fill="var(--viewport)" stroke="var(--viewport-2)" stroke-width="1.5"/>
|
||||
<!-- upper plate (driven) -->
|
||||
<path d="M-60,-96 L140,-138 L260,-104 L60,-62 Z" fill="var(--viewport)" stroke="var(--viewport-2)" stroke-width="1.5" opacity="0.55"/>
|
||||
|
||||
<!-- dashed field line between origins -->
|
||||
<line x1="-100" y1="48" x2="100" y2="-79" stroke="var(--ink-faint)" stroke-width="2" stroke-dasharray="7 6"/>
|
||||
|
||||
<!-- FIXED connector, pointing up (+Z out of the lower plate) -->
|
||||
<g transform="translate(-100,48)">
|
||||
<path d="M0,0 L38,0 A38,15 0 0 1 0,15 Z" fill="var(--quadrant)" opacity="0.5"/>
|
||||
<ellipse cx="0" cy="0" rx="38" ry="15" fill="none" stroke="var(--anchor)" stroke-width="2.4"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-48" stroke="var(--anchor)" stroke-width="3" stroke-linecap="round"/>
|
||||
<polygon points="0,-70 -9,-48 9,-48" fill="none" stroke="var(--anchor)" stroke-width="3" stroke-linejoin="round"/>
|
||||
<ellipse cx="0" cy="-48" rx="9" ry="3.4" fill="none" stroke="var(--anchor)" stroke-width="2"/>
|
||||
<circle cx="0" cy="0" r="3.4" fill="var(--anchor)"/>
|
||||
</g>
|
||||
|
||||
<!-- DRIVEN connector, pointing down (+Z out of the upper plate's underside) -->
|
||||
<g transform="translate(100,-79) rotate(180)">
|
||||
<path d="M0,0 L38,0 A38,15 0 0 1 0,15 Z" fill="var(--quadrant)" opacity="0.9"/>
|
||||
<ellipse cx="0" cy="0" rx="38" ry="15" fill="none" stroke="var(--driven)" stroke-width="2.4"/>
|
||||
<line x1="0" y1="0" x2="0" y2="-50" stroke="var(--driven)" stroke-width="3.4" stroke-linecap="round"/>
|
||||
<polygon points="0,-70 -9,-48 9,-48" fill="var(--driven)"/>
|
||||
<circle cx="0" cy="0" r="3.4" fill="var(--driven)"/>
|
||||
</g>
|
||||
|
||||
<text x="-100" y="102" text-anchor="middle" font-size="13" fill="var(--ink-soft)">fixed · receives</text>
|
||||
<text x="100" y="-100" text-anchor="middle" font-size="13" fill="var(--ink-soft)">driven · inserts</text>
|
||||
</svg>
|
||||
</div>
|
||||
<p class="note">
|
||||
Two arrows nose to nose. Because a magnet's north seeks a south, <span class="k">“facing” is the
|
||||
self-evident default</span> — which settles open decision D1 on visual grounds instead of a
|
||||
convention nobody can look up. Nothing has to be remembered: the picture is the rule.
|
||||
The dashed line is what makes the two glyphs read as one object.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<h2>States</h2>
|
||||
<div class="card wide">
|
||||
<table>
|
||||
<thead>
|
||||
<tr><th>State</th><th>Drawing</th><th>Why</th></tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
<tr>
|
||||
<td><span class="k">Candidate</span> (hover)</td>
|
||||
<td>small dot only</td>
|
||||
<td>Onshape draws plain white dots at every corner and midpoint. Dots propose; the full glyph commits.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><span class="k">Picked</span></td>
|
||||
<td>disc + quadrant + cone</td>
|
||||
<td>The committed frame, with roll and verse both readable.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td><span class="k">Roll undefined</span></td>
|
||||
<td>hatched quadrant, dashed disc</td>
|
||||
<td>Turns requirement R8 from a message nobody reads into a mark you cannot miss.</td>
|
||||
</tr>
|
||||
</tbody>
|
||||
</table>
|
||||
</div>
|
||||
|
||||
<h2>Constraints on the drawing</h2>
|
||||
<div class="card wide">
|
||||
<p class="note">
|
||||
<span class="k">Do not make it a fourth RGB triad.</span> The bed-centre world triad
|
||||
(<code>DesignCanvas.cpp:65</code>) and the move gizmo are already three coloured arrows. The disc
|
||||
and the quadrant are what tell a connector apart from those — keep the arms short, and consider
|
||||
drawing only Z on the committed glyph, with X and Y implied by the quadrant.
|
||||
</p>
|
||||
<div class="legend">
|
||||
<span class="swatch"><i class="dot" style="background:var(--quadrant)"></i> roll quadrant</span>
|
||||
<span class="swatch"><i class="dot" style="background:var(--axis-z)"></i> Z / driven</span>
|
||||
<span class="swatch"><i class="dot" style="background:var(--anchor)"></i> fixed</span>
|
||||
<span class="swatch"><i class="dot" style="background:var(--warn)"></i> roll undefined</span>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
</div>
|
||||
</body>
|
||||
</html>
|
||||
@@ -1,68 +0,0 @@
|
||||
# Does the connector pair let two hosts sit COPLANAR, or does it hold them apart?
|
||||
#
|
||||
# The male's flat back is the plane Y=0 and all its relief rises to +Y. So Y=0 is the natural
|
||||
# mating datum: everything the male adds lives on one side of it. The test below builds two dummy
|
||||
# host plates that meet on that plane -- one with the male FUSED on, one with the cavity CUT in --
|
||||
# and measures whether they touch, interfere, or stand apart.
|
||||
#
|
||||
# It also emits the artifact that makes this work in practice: a CUTTER solid (the male grown by
|
||||
# the clearance) that you subtract from any host. A standalone female block cannot keep two hosts
|
||||
# coplanar, because its own floor material stands between them; a cavity can.
|
||||
#
|
||||
# Run: /snap/bin/freecad.cmd coplanar_test.py
|
||||
|
||||
import os
|
||||
import FreeCAD as App
|
||||
import Part
|
||||
from FreeCAD import Vector
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
MALE = os.path.join(HERE, "bear.step")
|
||||
CLEAR = 0.20
|
||||
|
||||
male = Part.Shape(); male.read(MALE); male = male.Solids[0]
|
||||
bb = male.BoundBox
|
||||
print(f"male relief: Y {bb.YMin:.3f} .. {bb.YMax:.3f} -> datum plane Y=0, all relief on +Y")
|
||||
|
||||
# the flat back face, and proof it is the whole silhouette sitting on Y=0
|
||||
back = max((f for f in male.Faces
|
||||
if abs(f.CenterOfMass.y) < 1e-6 and abs(abs(f.normalAt(0, 0).y) - 1) < 1e-6),
|
||||
key=lambda f: f.Area)
|
||||
print(f"back face : {back.Area:.1f} mm2 on Y=0 -- this is the contact surface")
|
||||
|
||||
# ---- the cutter: the male grown by the clearance, poking 0.2 mm proud so the boolean is clean
|
||||
cutter = male.makeOffsetShape(CLEAR, 1e-6, False, False, 0, 2, False).Solids[0]
|
||||
cb = cutter.BoundBox
|
||||
print(f"cutter : Y {cb.YMin:.3f} .. {cb.YMax:.3f}, {cutter.Volume/1000:.2f} cm3")
|
||||
|
||||
# ---- two dummy hosts meeting on Y = 0
|
||||
W, H = 120.0, 100.0
|
||||
hostA = Part.makeBox(W, 10.0, H, Vector(-W/2, -10.0, -15.0)) # occupies Y -10..0
|
||||
hostB = Part.makeBox(W, 30.0, H, Vector(-W/2, 0.0, -15.0)) # occupies Y 0..30
|
||||
|
||||
partA = hostA.fuse(male) # male stands proud of A's face
|
||||
partB = hostB.cut(cutter) # cavity sunk into B from its face
|
||||
|
||||
print(f"\npart A (host + male) : {partA.Volume/1000:.2f} cm3")
|
||||
print(f"part B (host - cutter) : {partB.Volume/1000:.2f} cm3")
|
||||
|
||||
# ---- the question ------------------------------------------------------------------
|
||||
inter = partA.common(partB)
|
||||
iv = inter.Volume if inter.Solids else 0.0
|
||||
gap = partA.distToShape(partB)[0]
|
||||
print(f"\nRESULT interference A vs B : {iv:.6f} mm3 (0 = they do not collide)")
|
||||
print(f"RESULT closest approach : {gap:.4f} mm (0 = the host faces are touching)")
|
||||
|
||||
# are the two host faces actually on the same plane?
|
||||
fa = [f for f in partA.Faces if abs(f.CenterOfMass.y) < 1e-9 and abs(abs(f.normalAt(0,0).y)-1) < 1e-6]
|
||||
fb = [f for f in partB.Faces if abs(f.CenterOfMass.y) < 1e-9 and abs(abs(f.normalAt(0,0).y)-1) < 1e-6]
|
||||
print(f"RESULT A has {len(fa)} face(s) lying exactly on Y=0, total {sum(f.Area for f in fa):.1f} mm2")
|
||||
print(f"RESULT B has {len(fb)} face(s) lying exactly on Y=0, total {sum(f.Area for f in fb):.1f} mm2")
|
||||
print("RESULT -> the hosts meet on Y=0: COPLANAR" if fa and fb and iv < 1e-3
|
||||
else "RESULT -> NOT coplanar")
|
||||
|
||||
doc = App.newDocument("Cutter")
|
||||
o = doc.addObject("Part::Feature", "BearConnector_Cutter"); o.Shape = cutter
|
||||
doc.recompute()
|
||||
Part.export([o], os.path.join(HERE, "BearConnector_Cutter.step"))
|
||||
print(f"\nwrote BearConnector_Cutter.step -- subtract this from any host to get the socket")
|
||||
|
Before Width: | Height: | Size: 17 KiB |
@@ -1,140 +0,0 @@
|
||||
// Faceted ridge key — asymmetric male/female alignment feature, flat facets only.
|
||||
//
|
||||
// 6 vertices, 7 faces, one closed manifold. Euler check: V - E + F = 6 - 11 + 7 = 2.
|
||||
// No spheres, no cylinders, no splines, no fillets.
|
||||
//
|
||||
// THE FLANKS ARE TRIANGULATED EXPLICITLY, and that is not cosmetic. Written as quads
|
||||
// [0,3,5,4] and [1,4,5,2] they are NOT planar — the base edge and the ridge edge are
|
||||
// skew, so the four corners do not share a plane. A checker caught this after the first
|
||||
// draft claimed the opposite. Left as quads, the tessellator picks the fold direction for
|
||||
// you, which means the "flat facet" promise is broken by an unspecified crease and two
|
||||
// exporters can disagree about the shape. Splitting them here fixes the crease at
|
||||
// back-bottom -> front-ridge, which keeps the rear peak's triangle large and clean.
|
||||
//
|
||||
// FRAME CONVENTION (matches the CAD mate connector it is derived from):
|
||||
// +Z the mating axis — the feature protrudes along it
|
||||
// +X the roll reference — the ridge runs along it, low end forward
|
||||
// +Y completes the right-handed frame
|
||||
//
|
||||
// WHAT BREAKS WHICH SYMMETRY
|
||||
// rotational about Z ....... the ridge (elongation along X)
|
||||
// 180 deg about Z .......... the ridge SLOPE: tall steep back, long shallow front
|
||||
// mirror across XZ ......... deliberately NOT broken. Handedness is fixed by convention,
|
||||
// so +Y is implied once Z and X are known. Breaking it would
|
||||
// add a facet and buy nothing.
|
||||
//
|
||||
// KNOWN AMBIGUITY, stated rather than hidden: viewed exactly ALONG the ridge (+/-X,
|
||||
// orthographic), the silhouette is the same isoceles triangle from front and back. Front
|
||||
// and back are then distinguished by SHADING only — the long shallow front face catches
|
||||
// light differently from the steep back face. If the target renderer is flat-shaded with a
|
||||
// single headlight, verify this case before committing to the shape.
|
||||
|
||||
// ---------------------------------------------------------------- parameters
|
||||
L = 12.0; // overall length along the ridge (X)
|
||||
W = 4.0; // half-width at the BACK
|
||||
tf = 0.45; // front taper: front half-width = W * tf
|
||||
H = 4.5; // peak height at the rear <-- the single dimension controlling asymmetry
|
||||
pr = 0.22; // rear ridge position, fraction of L from the back
|
||||
pf = 0.62; // front ridge position, fraction of L from the back
|
||||
hf = 0.35; // front ridge height, fraction of H
|
||||
|
||||
// Clearance is a PHYSICAL quantity and only means anything if this is a printed part.
|
||||
// See the note at the bottom: for a viewport glyph it is meaningless.
|
||||
clr = 0.20; // per-face clearance, mm
|
||||
depth = 0.40; // extra pocket depth so the male never bottoms out before it seats
|
||||
|
||||
Wf = W * tf;
|
||||
xr0 = -L/2 + L * pr;
|
||||
xr1 = -L/2 + L * pf;
|
||||
Hf = H * hf;
|
||||
|
||||
// ---------------------------------------------------------------- geometry
|
||||
// Vertex order is fixed and referenced by the face table; do not reorder.
|
||||
// 0 back-left 1 back-right 2 front-right 3 front-left
|
||||
// 4 REAR PEAK (tall) 5 front ridge (low)
|
||||
function ridge_pts(l, w, wf, h, hfr, x0, x1) = [
|
||||
[-l/2, -w, 0 ], // 0
|
||||
[-l/2, w, 0 ], // 1
|
||||
[ l/2, wf, 0 ], // 2
|
||||
[ l/2, -wf, 0 ], // 3
|
||||
[ x0, 0, h ], // 4 rear peak
|
||||
[ x1, 0, hfr] // 5 front ridge, low
|
||||
];
|
||||
|
||||
// OpenSCAD wants each face wound CLOCKWISE seen from OUTSIDE. The right-hand-rule
|
||||
// outward-normal (CCW) form is given in the comment for anyone porting to STL/OCC,
|
||||
// where the opposite convention is the usual one.
|
||||
RIDGE_FACES = [
|
||||
[3, 2, 1, 0], // base (CCW-outward: [0,1,2,3]) planar, all z=0
|
||||
[1, 4, 0], // back (CCW-outward: [0,4,1]) steep
|
||||
[5, 3, 0], // flank -Y a (CCW-outward: [0,3,5])
|
||||
[4, 5, 0], // flank -Y b (CCW-outward: [0,5,4])
|
||||
[5, 4, 1], // flank +Y a (CCW-outward: [1,4,5])
|
||||
[2, 5, 1], // flank +Y b (CCW-outward: [1,5,2])
|
||||
[5, 2, 3] // front (CCW-outward: [3,2,5]) long, shallow
|
||||
];
|
||||
|
||||
module ridge_key(l = L, w = W, wf = Wf, h = H, hfr = Hf, x0 = xr0, x1 = xr1) {
|
||||
polyhedron(points = ridge_pts(l, w, wf, h, hfr, x0, x1),
|
||||
faces = RIDGE_FACES,
|
||||
convexity = 3);
|
||||
}
|
||||
|
||||
// MALE: the protrusion, nominal size.
|
||||
module ridge_key_male() { ridge_key(); }
|
||||
|
||||
// FEMALE: the pocket. Grown by `clr` on every side and sunk `depth` deeper.
|
||||
//
|
||||
// HONEST LIMITATION: this grows the key by scaling its defining dimensions, which is NOT a
|
||||
// true uniform surface offset — on the shallow front face the normal clearance comes out
|
||||
// smaller than `clr`, because that face is far from perpendicular to every axis it is
|
||||
// scaled along. A true offset needs minkowski() with a small cube, which is exact and slow,
|
||||
// or an explicit per-face plane push, which is exact and fiddly. For a keying feature whose
|
||||
// job is angular registration rather than a press fit, the approximation is the right trade
|
||||
// — but do not quote this pocket as holding 0.2 mm everywhere, because it does not.
|
||||
module ridge_key_female() {
|
||||
translate([0, 0, -depth])
|
||||
ridge_key(l = L + 2*clr,
|
||||
w = W + clr,
|
||||
wf = Wf + clr,
|
||||
h = H + clr + depth,
|
||||
hfr = Hf + clr + depth,
|
||||
x0 = xr0,
|
||||
x1 = xr1);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------- demo
|
||||
// Left: the male key on its plate. Right: the plate with the pocket cut.
|
||||
PLATE = [30, 18, 3];
|
||||
|
||||
module plate_with_male() {
|
||||
translate([-PLATE[0]/2, -PLATE[1]/2, -PLATE[2]]) cube(PLATE);
|
||||
ridge_key_male();
|
||||
}
|
||||
|
||||
module plate_with_female() {
|
||||
difference() {
|
||||
translate([-PLATE[0]/2, -PLATE[1]/2, -PLATE[2]]) cube(PLATE);
|
||||
ridge_key_female();
|
||||
}
|
||||
}
|
||||
|
||||
translate([-20, 0, 0]) plate_with_male();
|
||||
translate([ 20, 0, 0]) plate_with_female();
|
||||
|
||||
// ---------------------------------------------------------------- note on the two readings
|
||||
// This file is written for the PHYSICAL reading: a printable alignment key, where `clr` and
|
||||
// `depth` are real millimetres and flat facets genuinely help — they slice without the
|
||||
// stair-stepping a tessellated curve produces, and they print without support on the
|
||||
// shallow front face.
|
||||
//
|
||||
// If the intent is instead the VIEWPORT GLYPH for a CAD mate connector, then:
|
||||
// - `clr` and `depth` are meaningless: a symbol does not mate with anything;
|
||||
// - all dimensions must become SCREEN PIXELS scaled by upp = 1/zoom, because every gizmo
|
||||
// in that viewport is screen-constant and must not shrink with the model;
|
||||
// - "low-poly for rendering performance" is not a real reason at ~2-20 glyphs per frame.
|
||||
// The real reason to keep flat facets there is LEGIBILITY: hard normals give distinct
|
||||
// value steps between facets, and that is what lets a 22-px solid read as an oriented
|
||||
// object instead of a grey blob.
|
||||
// The vertex logic above is identical under both readings. Only the units and the clearance
|
||||
// change.
|
||||
|
Before Width: | Height: | Size: 5.8 KiB |
|
Before Width: | Height: | Size: 4.0 KiB |
|
Before Width: | Height: | Size: 4.2 KiB |
|
Before Width: | Height: | Size: 5.6 KiB |
|
Before Width: | Height: | Size: 26 KiB |
|
Before Width: | Height: | Size: 26 KiB |
@@ -1,226 +0,0 @@
|
||||
solid OpenSCAD_Model
|
||||
facet normal 1 -0 0
|
||||
outer loop
|
||||
vertex 15 -9 0
|
||||
vertex 15 9 -8
|
||||
vertex 15 9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 1 0 0
|
||||
outer loop
|
||||
vertex 15 9 -8
|
||||
vertex 15 -9 0
|
||||
vertex 15 -9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex 15 9 0
|
||||
vertex 5.3246 1.63218 0
|
||||
vertex 15 -9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex 15 9 0
|
||||
vertex -4.79494 3.42759 0
|
||||
vertex 5.3246 1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex 15 9 0
|
||||
vertex -5.97725 3.87059 0
|
||||
vertex -4.79494 3.42759 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex -5.97725 3.87059 0
|
||||
vertex -15 9 0
|
||||
vertex -5.97725 -3.87059 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0 0 1
|
||||
outer loop
|
||||
vertex -15 9 0
|
||||
vertex -5.97725 3.87059 0
|
||||
vertex 15 9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0 0 1
|
||||
outer loop
|
||||
vertex 5.3246 -1.63218 0
|
||||
vertex 15 -9 0
|
||||
vertex 5.3246 1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0 0 1
|
||||
outer loop
|
||||
vertex -4.79494 -3.42759 0
|
||||
vertex 15 -9 0
|
||||
vertex 5.3246 -1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0 0 1
|
||||
outer loop
|
||||
vertex -5.97725 -3.87059 0
|
||||
vertex 15 -9 0
|
||||
vertex -4.79494 -3.42759 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex -5.97725 -3.87059 0
|
||||
vertex -15 -9 0
|
||||
vertex 15 -9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex -15 -9 0
|
||||
vertex -5.97725 -3.87059 0
|
||||
vertex -15 9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 -1
|
||||
outer loop
|
||||
vertex -15 -9 -8
|
||||
vertex 15 9 -8
|
||||
vertex 15 -9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0 0 -1
|
||||
outer loop
|
||||
vertex 15 9 -8
|
||||
vertex -15 -9 -8
|
||||
vertex -15 9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -1 0 0
|
||||
outer loop
|
||||
vertex -15 -9 -8
|
||||
vertex -15 9 0
|
||||
vertex -15 9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -1 -0 0
|
||||
outer loop
|
||||
vertex -15 9 0
|
||||
vertex -15 -9 -8
|
||||
vertex -15 -9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 1 -0
|
||||
outer loop
|
||||
vertex 15 9 -8
|
||||
vertex -15 9 0
|
||||
vertex 15 9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 1 0
|
||||
outer loop
|
||||
vertex -15 9 0
|
||||
vertex 15 9 -8
|
||||
vertex -15 9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 -1 0
|
||||
outer loop
|
||||
vertex -15 -9 -8
|
||||
vertex 15 -9 0
|
||||
vertex -15 -9 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 -1 -0
|
||||
outer loop
|
||||
vertex 15 -9 0
|
||||
vertex -15 -9 -8
|
||||
vertex 15 -9 -8
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex -6.2 4.2 -0.4
|
||||
vertex 6.2 -2 -0.4
|
||||
vertex 6.2 2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0 0 1
|
||||
outer loop
|
||||
vertex 6.2 -2 -0.4
|
||||
vertex -6.2 4.2 -0.4
|
||||
vertex -6.2 -4.2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0.873667 0 -0.486524
|
||||
outer loop
|
||||
vertex -5.97725 -3.87059 0
|
||||
vertex -6.2 4.2 -0.4
|
||||
vertex -5.97725 3.87059 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal 0.873667 0 -0.486524
|
||||
outer loop
|
||||
vertex -6.2 4.2 -0.4
|
||||
vertex -5.97725 -3.87059 0
|
||||
vertex -6.2 -4.2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.107146 0.603912 -0.789816
|
||||
outer loop
|
||||
vertex 6.2 -2 -0.4
|
||||
vertex -4.79494 -3.42759 0
|
||||
vertex 5.3246 -1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.107147 0.603918 -0.789812
|
||||
outer loop
|
||||
vertex -4.79494 -3.42759 0
|
||||
vertex 6.2 -2 -0.4
|
||||
vertex -6.2 -4.2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.304068 0.811519 -0.498978
|
||||
outer loop
|
||||
vertex -4.79494 -3.42759 0
|
||||
vertex -6.2 -4.2 -0.4
|
||||
vertex -5.97725 -3.87059 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.304068 -0.811519 -0.498978
|
||||
outer loop
|
||||
vertex -5.97725 3.87059 0
|
||||
vertex -6.2 4.2 -0.4
|
||||
vertex -4.79494 3.42759 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.107146 -0.603912 -0.789816
|
||||
outer loop
|
||||
vertex -4.79494 3.42759 0
|
||||
vertex 6.2 2 -0.4
|
||||
vertex 5.3246 1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.107147 -0.603918 -0.789812
|
||||
outer loop
|
||||
vertex 6.2 2 -0.4
|
||||
vertex -4.79494 3.42759 0
|
||||
vertex -6.2 4.2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.415603 0 -0.909546
|
||||
outer loop
|
||||
vertex 5.3246 -1.63218 0
|
||||
vertex 6.2 2 -0.4
|
||||
vertex 6.2 -2 -0.4
|
||||
endloop
|
||||
endfacet
|
||||
facet normal -0.415603 0 -0.909546
|
||||
outer loop
|
||||
vertex 6.2 2 -0.4
|
||||
vertex 5.3246 -1.63218 0
|
||||
vertex 5.3246 1.63218 0
|
||||
endloop
|
||||
endfacet
|
||||
endsolid OpenSCAD_Model
|
||||
@@ -1,12 +0,0 @@
|
||||
// Female half alone, for the legibility test: is a recessed faceted pocket readable in a
|
||||
// shaded view, or does a concave feature just read as a dark hole with no orientation?
|
||||
use <faceted_ridge_key.scad>
|
||||
|
||||
// The plate must be THICKER than the key is tall, or the "pocket" is a through-hole. The
|
||||
// first version used 3 mm against a 4.5 mm key and cut straight through — caught only by
|
||||
// rendering it. Minimum stock = H + clearance + pocket depth + a wall to print against.
|
||||
PLATE = [30, 18, 8];
|
||||
difference() {
|
||||
translate([-PLATE[0]/2, -PLATE[1]/2, -PLATE[2]]) cube(PLATE);
|
||||
ridge_key_female();
|
||||
}
|
||||
@@ -1,20 +0,0 @@
|
||||
# Measure the assembled fit between the supplied male and the generated female.
|
||||
# This is the number that matters: the minimum gap in the seated position.
|
||||
# Run: /snap/bin/freecad.cmd fit_check.py
|
||||
import os
|
||||
import Part
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
male = Part.Shape(); male.read(os.path.join(HERE, "bear.step"))
|
||||
fem = Part.Shape(); fem.read(os.path.join(HERE, "BearConnector_Female.step"))
|
||||
male, fem = male.Solids[0], fem.Solids[0]
|
||||
|
||||
d = male.distToShape(fem)
|
||||
print(f"RESULT minimum gap male<->female, seated: {d[0]:.4f} mm (design clearance 0.20)")
|
||||
|
||||
c = male.common(fem)
|
||||
print(f"RESULT interference volume: {(c.Volume if c.Solids else 0.0):.6f} mm3")
|
||||
|
||||
p = d[1][0][0]
|
||||
print(f"RESULT tightest point on the male: ({p.x:.2f}, {p.y:.2f}, {p.z:.2f})")
|
||||
print(f"RESULT male {male.Volume/1000:.2f} cm3 / female {fem.Volume/1000:.2f} cm3")
|
||||
|
Before Width: | Height: | Size: 13 KiB |
@@ -1,99 +0,0 @@
|
||||
"""Render the SIMPLIFIED glyph exactly as render_mate_face() draws it — x0kd.
|
||||
|
||||
This is the panel the study was missing. simplify_study.py measured a FLAT outline and
|
||||
relief_sheet.py measured the FULL 1508-facet part; neither showed the simplified glyph WITH its
|
||||
relief, which is what the code actually draws and the only thing that answers "is the snout still
|
||||
protruding". Same facet list, same painter order, same camera-fixed lambert as the C++.
|
||||
"""
|
||||
import math, os
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
T = open(os.path.join(HERE, "bear_glyph_table.h")).read()
|
||||
def grab(name, n):
|
||||
body = T.split(name + "[] = {")[1].split("};")[0]
|
||||
body = "\n".join(l.split("//")[0] for l in body.splitlines())
|
||||
out = []
|
||||
for tok in body.replace("\n", " ").split("},"):
|
||||
tok = tok.strip().lstrip("{").strip()
|
||||
if not tok: continue
|
||||
v = [float(x) for x in tok.replace("{", "").split(",")[:n]]
|
||||
if len(v) == n: out.append(tuple(v))
|
||||
return out
|
||||
OUT = grab("kBearOutline", 2)
|
||||
CHIN = grab("kBearChin", 2) # NB: this table entry is the CHIN BAR, not the snout
|
||||
MARKS = grab("kBearMarks", 3)
|
||||
CREST = grab("kBearCrest", 3)
|
||||
SBASE = grab("kBearSnoutBase", 2)
|
||||
PLATE = float(T.split("kBearPlateZ = ")[1].split(";")[0])
|
||||
|
||||
|
||||
def facets():
|
||||
F = []
|
||||
n = len(OUT)
|
||||
for i in range(n): # plate sides -> the grazing silhouette
|
||||
a, b = OUT[i], OUT[(i+1) % n]
|
||||
F.append(([(a[0],a[1],0.0),(b[0],b[1],0.0),(b[0],b[1],PLATE),(a[0],a[1],PLATE)], "body", True))
|
||||
F.append(([(x,y,PLATE) for x,y in OUT], "body", True)) # plate top
|
||||
zm = PLATE + 0.004
|
||||
for cx,cy,r in MARKS: # eyes + cheek dot
|
||||
F.append(([(cx+r*math.cos(2*math.pi*i/12), cy+r*math.sin(2*math.pi*i/12), zm) for i in range(12)], "mark", False))
|
||||
F.append(([(x,y,zm) for x,y in CHIN], "mark", False)) # chin bar
|
||||
A, B = CREST # THE MUZZLE: base quad + crest
|
||||
nl=(SBASE[0][0],SBASE[0][1],PLATE); nr=(SBASE[1][0],SBASE[1][1],PLATE)
|
||||
tr=(SBASE[2][0],SBASE[2][1],PLATE); tl=(SBASE[3][0],SBASE[3][1],PLATE)
|
||||
F += [([nl,tl,B,A],"body",True), # left flank
|
||||
([nr,A,B,tr],"body",True), # right flank
|
||||
([nl,A,nr],"body",True), # nose cap, sloping because the base overhangs the crest
|
||||
([tr,B,tl],"body",True)] # tail cap
|
||||
return F
|
||||
FACETS = facets()
|
||||
|
||||
BODY=(0.42,0.46,0.52); MARK=(0.126,0.138,0.156)
|
||||
def render(px, elev_deg, ss=8):
|
||||
S=px*ss; a=math.radians(elev_deg); ca,sa=math.cos(a),math.sin(a)
|
||||
# camera orbits down; the connector's +Z (relief) tips toward the horizon
|
||||
xf=lambda p:(p[0], p[1]*sa + p[2]*ca, -p[1]*ca + p[2]*sa)
|
||||
light=(-0.70,0.30,0.45)
|
||||
img=Image.new("RGB",(S,S),(24,27,32)); d=ImageDraw.Draw(img)
|
||||
tris=[]
|
||||
for pts,kind,shade in FACETS:
|
||||
q=[xf(p) for p in pts]
|
||||
tris.append((sum(v[2] for v in q)/len(q), q, kind, shade))
|
||||
tris.sort(key=lambda t:t[0]) # far first
|
||||
for _,q,kind,shade in tris:
|
||||
(x0,y0,z0),(x1,y1,z1),(x2,y2,z2)=q[0],q[1],q[2]
|
||||
ux,uy,uz=x1-x0,y1-y0,z1-z0; vx,vy,vz=x2-x0,y2-y0,z2-z0
|
||||
nx,ny,nz=uy*vz-uz*vy, uz*vx-ux*vz, ux*vy-uy*vx
|
||||
nn=math.sqrt(nx*nx+ny*ny+nz*nz) or 1.0
|
||||
nx,ny,nz=nx/nn,ny/nn,nz/nn
|
||||
if nz<0: nx,ny,nz=-nx,-ny,-nz
|
||||
base=BODY if kind=="body" else MARK
|
||||
k=(0.42+0.58*max(0.0,nx*light[0]+ny*light[1]+nz*light[2])) if shade else 1.0
|
||||
col=tuple(min(255,int(255*c*k)) for c in base)
|
||||
d.polygon([(S/2+p[0]*S*0.92, S/2-p[1]*S*0.92) for p in q], fill=col)
|
||||
return img.resize((px,px), Image.LANCZOS)
|
||||
|
||||
SIZES=[22,32,48]; ELEVS=[(90,"flat on"),(47,"47"),(16,"16"),(6,"6")]
|
||||
pad,cell=8,58
|
||||
W=pad+len(SIZES)*len(ELEVS)*cell+pad; H=pad+cell+pad
|
||||
sheet=Image.new("RGB",(W,H),(24,27,32))
|
||||
for ci,(e,_) in enumerate(ELEVS):
|
||||
for si,px in enumerate(SIZES):
|
||||
g=render(px,e)
|
||||
sheet.paste(g, (pad+(ci*len(SIZES)+si)*cell+(cell-px)//2, pad+(cell-px)//2))
|
||||
sheet.resize((W*2,H*2), Image.NEAREST).save(os.path.join(HERE,"glyph-preview.png"))
|
||||
|
||||
# how much of the glyph is the snout: render with and without the tent and diff
|
||||
def render_no_tent(px, elev):
|
||||
global FACETS
|
||||
keep=FACETS; FACETS=FACETS[:-4]
|
||||
try: return render(px, elev)
|
||||
finally: FACETS=keep
|
||||
print(f"{'elev':>8} {'lit px@32':>10} {'snout px':>9} {'snout share':>12}")
|
||||
for e,_ in ELEVS:
|
||||
a=render(32,e); b=render_no_tent(32,e)
|
||||
la=sum(1 for p in a.get_flattened_data() if p!=(24,27,32))
|
||||
diff=sum(1 for p,q in zip(a.get_flattened_data(), b.get_flattened_data()) if p!=q)
|
||||
print(f"{e:>8} {la:>10} {diff:>9} {100.0*diff/max(1,la):>11.1f}%")
|
||||
print("WROTE glyph-preview.png")
|
||||
@@ -1,143 +0,0 @@
|
||||
# Mate-connector glyph probe — built as REAL solids on REAL mechanical geometry,
|
||||
# so the shape can be judged in a 3D viewport instead of in a browser mock.
|
||||
#
|
||||
# Four polarity treatments, side by side on one bracket:
|
||||
# A Onshape baseline ...... ring + roll quadrant + three short axis arms
|
||||
# B solid cone ............ ring + quadrant + one-sided Z arrow, filled head (driven)
|
||||
# C hollow collar ......... ring + quadrant + one-sided Z arrow, shell head (fixed)
|
||||
# D pin / cup ............. polarity by RELIEF: a raised pin vs a sunk cup
|
||||
#
|
||||
# D is the one that only a 3D test can settle: in a shaded viewport, solid-vs-hollow is a
|
||||
# weak cue that depends on angle and lighting, while convex-vs-concave is a strong one --
|
||||
# and male/female is the mechanical language for polarity anyway.
|
||||
#
|
||||
# Scale note: in the real viewport gizmos are screen-constant (~15-40 px via upp = 1/zoom).
|
||||
# At a zoom where a 60 mm part fills ~600 px, 40 px is about 4 mm, so R = 4.5 mm here.
|
||||
|
||||
import FreeCAD as App
|
||||
import FreeCADGui as Gui
|
||||
import Part
|
||||
from FreeCAD import Vector
|
||||
|
||||
DOC = "GlyphProbe"
|
||||
for d in list(App.listDocuments()):
|
||||
App.closeDocument(d)
|
||||
doc = App.newDocument(DOC)
|
||||
|
||||
R = 4.5 # disc radius, the module everything scales from
|
||||
GOLD = (0.93, 0.66, 0.09)
|
||||
BLUE = (0.18, 0.44, 0.93)
|
||||
GREY = (0.42, 0.46, 0.52)
|
||||
RED = (0.85, 0.29, 0.24)
|
||||
GREEN = (0.23, 0.65, 0.35)
|
||||
|
||||
def add(name, shape, color, transparency=0):
|
||||
o = doc.addObject("Part::Feature", name)
|
||||
o.Shape = shape
|
||||
o.ViewObject.ShapeColor = color
|
||||
o.ViewObject.LineColor = color
|
||||
o.ViewObject.PointColor = color
|
||||
o.ViewObject.Transparency = transparency
|
||||
return o
|
||||
|
||||
def frame(origin, zdir, xdir):
|
||||
"""Right-handed placement matrix from origin + Z + X (X orthonormalised against Z)."""
|
||||
z = Vector(*zdir); z.normalize()
|
||||
xr = Vector(*xdir)
|
||||
x = xr.sub(Vector(z).multiply(z.dot(xr))); x.normalize()
|
||||
y = z.cross(x)
|
||||
return App.Matrix(x.x, y.x, z.x, origin[0],
|
||||
x.y, y.y, z.y, origin[1],
|
||||
x.z, y.z, z.z, origin[2],
|
||||
0, 0, 0, 1)
|
||||
|
||||
# ---------------------------------------------------------------- the bracket
|
||||
plate = Part.makeBox(120, 46, 8)
|
||||
bore = Part.makeCylinder(7, 40, Vector(96, 23, -6)) # a real bore, curved face
|
||||
boss = Part.makeCylinder(11, 7, Vector(96, 23, 8))
|
||||
part = plate.fuse(boss).cut(bore)
|
||||
add("Bracket", part, (0.60, 0.63, 0.66))
|
||||
|
||||
# ---------------------------------------------------------------- glyph pieces
|
||||
def ring(t=None):
|
||||
t = t or R * 0.10
|
||||
return Part.makeCylinder(R, t).cut(Part.makeCylinder(R * 0.84, t))
|
||||
|
||||
def quadrant(t=None):
|
||||
t = t or R * 0.10
|
||||
return Part.makeCylinder(R * 0.84, t, Vector(0, 0, 0), Vector(0, 0, 1), 90)
|
||||
|
||||
def stem(L=None, r=None):
|
||||
return Part.makeCylinder(r or R * 0.09, L or R * 2.3)
|
||||
|
||||
def solid_head():
|
||||
return Part.makeCone(R * 0.32, 0, R * 0.80, Vector(0, 0, R * 2.3))
|
||||
|
||||
def shell_head():
|
||||
outer = Part.makeCone(R * 0.32, 0, R * 0.80, Vector(0, 0, R * 2.3))
|
||||
inner = Part.makeCone(R * 0.22, 0, R * 0.62, Vector(0, 0, R * 2.3))
|
||||
return outer.cut(inner)
|
||||
|
||||
def short_axis(direction, L=None):
|
||||
L = L or R * 1.15
|
||||
return Part.makeCylinder(R * 0.07, L, Vector(0, 0, 0), Vector(*direction))
|
||||
|
||||
def place(shape, m):
|
||||
s = shape.copy()
|
||||
s.transformShape(m)
|
||||
return s
|
||||
|
||||
# ---------------------------------------------------------------- the variants
|
||||
def variant_A(tag, origin): # Onshape baseline
|
||||
m = frame(origin, (0, 0, 1), (1, 0, 0))
|
||||
add(tag + "_ring", place(ring(), m), GREY)
|
||||
add(tag + "_quad", place(quadrant(), m), GOLD)
|
||||
add(tag + "_x", place(short_axis((1, 0, 0)), m), RED)
|
||||
add(tag + "_y", place(short_axis((0, 1, 0)), m), GREEN)
|
||||
add(tag + "_z", place(short_axis((0, 0, 1), R * 1.6), m), BLUE)
|
||||
|
||||
def variant_B(tag, origin, zdir=(0, 0, 1)): # solid cone = driven
|
||||
m = frame(origin, zdir, (1, 0, 0))
|
||||
add(tag + "_ring", place(ring(), m), BLUE)
|
||||
add(tag + "_quad", place(quadrant(), m), GOLD)
|
||||
add(tag + "_body", place(stem().fuse(solid_head()), m), BLUE)
|
||||
|
||||
def variant_C(tag, origin, zdir=(0, 0, 1)): # hollow collar = fixed
|
||||
m = frame(origin, zdir, (1, 0, 0))
|
||||
add(tag + "_ring", place(ring(), m), GREY)
|
||||
add(tag + "_quad", place(quadrant(), m), GOLD)
|
||||
add(tag + "_body", place(stem().fuse(shell_head()), m), GREY)
|
||||
|
||||
def variant_D_pin(tag, origin, zdir=(0, 0, 1)): # polarity by relief: raised PIN
|
||||
m = frame(origin, zdir, (1, 0, 0))
|
||||
pin = Part.makeCylinder(R * 0.30, R * 1.5).fuse(
|
||||
Part.makeCone(R * 0.30, 0, R * 0.55, Vector(0, 0, R * 1.5)))
|
||||
add(tag + "_ring", place(ring(), m), BLUE)
|
||||
add(tag + "_quad", place(quadrant(), m), GOLD)
|
||||
add(tag + "_pin", place(pin, m), BLUE)
|
||||
|
||||
def variant_D_cup(tag, origin, zdir=(0, 0, 1)): # polarity by relief: sunk CUP
|
||||
m = frame(origin, zdir, (1, 0, 0))
|
||||
cup = Part.makeCylinder(R * 0.62, R * 0.9).cut(
|
||||
Part.makeCylinder(R * 0.40, R * 0.9, Vector(0, 0, -0.01)))
|
||||
add(tag + "_ring", place(ring(), m), GREY)
|
||||
add(tag + "_quad", place(quadrant(), m), GOLD)
|
||||
add(tag + "_cup", place(cup, m), GREY)
|
||||
|
||||
# four treatments across the plate, all on the same flat face, same Z
|
||||
variant_A("A", (14, 30, 8))
|
||||
variant_B("B", (40, 30, 8))
|
||||
variant_C("C", (64, 30, 8))
|
||||
variant_D_pin("Dpin", (14, 10, 8))
|
||||
variant_D_cup("Dcup", (40, 10, 8))
|
||||
|
||||
# the hard cases, which is the whole reason for doing this in 3D:
|
||||
variant_B("Bore", (96, 23, 15)) # on the boss above a bore
|
||||
variant_B("Edge", (64, 0, 8), (0, -0.7071, 0.7071)) # tilted, on an edge, oblique Z
|
||||
|
||||
doc.recompute()
|
||||
|
||||
v = Gui.activeDocument().activeView()
|
||||
v.viewIsometric()
|
||||
Gui.SendMsgToActiveView("ViewFit")
|
||||
App.Console.PrintMessage("glyph probe built: %d objects\n" % len(doc.Objects))
|
||||
|
Before Width: | Height: | Size: 35 KiB |
@@ -1,112 +0,0 @@
|
||||
"""Give the bear a handedness mark that survives rasterisation — wi3z, Tommaso's call 2.
|
||||
|
||||
The study showed the left/right cue lives in sub-millimetre corner radii and is therefore invisible
|
||||
at glyph size: one pixel is 2.6 mm at 32 px. Roll and verse are safe; handedness is not.
|
||||
|
||||
THE MEASURE IS THE QUESTION ITSELF. Render the glyph, render its mirror image, and count how many
|
||||
pixels differ. If a human is to tell left from right, the two must differ on screen; a candidate
|
||||
that scores near zero is invisible however elegant it looks in CAD. Reported as a percentage of the
|
||||
glyph's own lit area, so the sizes are comparable.
|
||||
"""
|
||||
import json, math, os
|
||||
from PIL import Image, ImageDraw, ImageChops
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
D = json.load(open(os.path.join(HERE, "bear_outline.json")))
|
||||
def unit(pts):
|
||||
p = [(x, -z) for x, z in pts]
|
||||
return p
|
||||
outer = unit(D["outer"]); holes = [unit(h["pts"]) for h in D["holes"]]
|
||||
ALL = outer + [p for h in holes for p in h]
|
||||
xs=[p[0] for p in ALL]; ys=[p[1] for p in ALL]
|
||||
CX,CY = (min(xs)+max(xs))/2,(min(ys)+max(ys))/2
|
||||
SPAN = max(max(xs)-min(xs), max(ys)-min(ys))
|
||||
U = lambda pts: [((x-CX)/SPAN,(y-CY)/SPAN) for x,y in pts]
|
||||
OUT = U(outer)
|
||||
EYES = [U(h) for h,m in zip(holes, D["holes"]) if m["d"] < 20]
|
||||
MUZ = U([h for h,m in zip(holes, D["holes"]) if m["d"] >= 20][0])
|
||||
|
||||
def rdp(pts, eps):
|
||||
if len(pts) < 3: return pts
|
||||
ax,ay=pts[0]; bx,by=pts[-1]; dx,dy=bx-ax,by-ay
|
||||
n=math.hypot(dx,dy); best,bi=-1.0,0
|
||||
for i in range(1,len(pts)-1):
|
||||
px,py=pts[i]
|
||||
d=abs(dx*(ay-py)-(ax-px)*dy)/n if n>1e-12 else math.hypot(px-ax,py-ay)
|
||||
if d>best: best,bi=d,i
|
||||
if best<=eps: return [pts[0],pts[-1]]
|
||||
return rdp(pts[:bi+1],eps)[:-1]+rdp(pts[bi:],eps)
|
||||
def simp(pts,eps):
|
||||
r=rdp(pts+[pts[0]],eps); return r[:-1]
|
||||
|
||||
BASE = simp(OUT, .030) # the 22-vertex outline the study settled on
|
||||
def centroid(p): return (sum(q[0] for q in p)/len(p), sum(q[1] for q in p)/len(p))
|
||||
def circ(cx,cy,r,n=16): return [(cx+r*math.cos(2*math.pi*i/n), cy+r*math.sin(2*math.pi*i/n)) for i in range(n)]
|
||||
EYE_D = []
|
||||
for e in EYES:
|
||||
c=centroid(e); r=(max(p[0] for p in e)-min(p[0] for p in e))/2
|
||||
EYE_D.append((c[0],c[1],r))
|
||||
EYE_D.sort() # [0] = left (x<0), [1] = right
|
||||
|
||||
TOP = max(p[1] for p in BASE)
|
||||
H = TOP - min(p[1] for p in BASE)
|
||||
def ear_tip(sign):
|
||||
cands=[p for p in BASE if p[1] > TOP-0.18*H and (p[0]*sign) > 0]
|
||||
return max(cands, key=lambda p: p[0]*sign) if cands else None
|
||||
LT, RT = ear_tip(-1), ear_tip(+1)
|
||||
|
||||
def notch(tip, sign, k=0.085):
|
||||
"""A wedge bitten out of one ear — background-filled, exactly how the eyes are already drawn."""
|
||||
x,y = tip
|
||||
return [(x, y+0.02), (x - sign*k, y - k*0.55), (x + sign*k*0.15, y - k*1.05)]
|
||||
|
||||
CANDS = {
|
||||
"H0 none": dict(cuts=[], eyes=EYE_D),
|
||||
"H1 notch R ear": dict(cuts=[notch(RT, +1)], eyes=EYE_D),
|
||||
"H2 notch both": dict(cuts=[notch(RT, +1), notch(LT, -1, 0.045)], eyes=EYE_D),
|
||||
"H3 cheek dot": dict(cuts=[circ(EYE_D[1][0]+0.085, EYE_D[1][1]-0.10, 0.038)], eyes=EYE_D),
|
||||
"H4 uneven eyes": dict(cuts=[], eyes=[EYE_D[0], (EYE_D[1][0], EYE_D[1][1], EYE_D[1][2]*1.55)]),
|
||||
}
|
||||
|
||||
def render(c, px, ss=8, mirror=False):
|
||||
S=px*ss; img=Image.new("L",(S,S),0); d=ImageDraw.Draw(img)
|
||||
m = lambda p: (S/2 + (-p[0] if mirror else p[0])*S*0.92, S/2 - p[1]*S*0.92)
|
||||
d.polygon([m(p) for p in BASE], fill=255)
|
||||
d.polygon([m(p) for p in MUZ], fill=0)
|
||||
for cx,cy,r in c["eyes"]:
|
||||
a=m((cx-r,cy+r)); b=m((cx+r,cy-r))
|
||||
d.ellipse([min(a[0],b[0]), min(a[1],b[1]), max(a[0],b[0]), max(a[1],b[1])], fill=0)
|
||||
for cut in c["cuts"]:
|
||||
d.polygon([m(p) for p in cut], fill=0)
|
||||
return img.resize((px,px), Image.LANCZOS)
|
||||
|
||||
SIZES=[22,32,48]
|
||||
print(f"{'candidate':16} " + " ".join(f"{s}px" for s in SIZES) + " (pixels differing from own mirror, % of lit area)")
|
||||
print("-"*84)
|
||||
scores={}
|
||||
for name,c in CANDS.items():
|
||||
row=[]
|
||||
for px in SIZES:
|
||||
a=render(c,px); b=render(c,px,mirror=True)
|
||||
diff=ImageChops.difference(a,b)
|
||||
nd=sum(1 for v in diff.getdata() if v>40)
|
||||
lit=sum(1 for v in a.getdata() if v>40) or 1
|
||||
row.append(100.0*nd/lit)
|
||||
scores[name]=row
|
||||
print(f"{name:16} " + " ".join(f"{v:5.1f}" for v in row))
|
||||
|
||||
pad,cell=8,58
|
||||
W=pad+len(SIZES)*2*cell+pad; Hh=pad+len(CANDS)*cell+pad
|
||||
sheet=Image.new("RGB",(W,Hh),(24,27,32))
|
||||
for r,(name,c) in enumerate(CANDS.items()):
|
||||
for mi,mir in enumerate((False,True)):
|
||||
for si,px in enumerate(SIZES):
|
||||
g=render(c,px,mirror=mir)
|
||||
tile=Image.new("RGB",(px,px),(24,27,32))
|
||||
tile.paste(Image.new("RGB",(px,px),(237,168,23)),(0,0),g)
|
||||
x=pad+(mi*len(SIZES)+si)*cell+(cell-px)//2
|
||||
y=pad+r*cell+(cell-px)//2
|
||||
sheet.paste(tile,(x,y))
|
||||
sheet.resize((W*2,Hh*2), Image.NEAREST).save(os.path.join(HERE,"handedness-sheet.png"))
|
||||
print("\nleft block = as drawn, right block = mirrored. rows: " + ", ".join(CANDS))
|
||||
print("WROTE handedness-sheet.png")
|
||||
|
Before Width: | Height: | Size: 20 KiB |
@@ -1,135 +0,0 @@
|
||||
# Build the complementary FEMALE for BearConnector.step.
|
||||
#
|
||||
# Method: take the supplied male B-rep as-is, grow it by a uniform clearance, and subtract that
|
||||
# from a block. Working on the real solid rather than re-modelling the bear is the whole point —
|
||||
# the pocket is then exactly complementary by construction, including every deliberate asymmetry.
|
||||
#
|
||||
# The offset uses join=2 (Intersection), which extends the adjacent planes and meets them at a
|
||||
# sharp corner. For a faceted part that is the correct join: the arc join would round every convex
|
||||
# edge and blunt the very cues the design depends on.
|
||||
#
|
||||
# THE MALE'S NATIVE FRAME: the flat back is the plane Y=0 and the relief rises to Y=+17.27.
|
||||
# X and Z carry the face (83.34 x 66.69). The frame is kept exactly as supplied so that male and
|
||||
# female drop into the same assembly without anyone having to re-orient one of them.
|
||||
# Insertion is therefore along +Y, and the pocket must OPEN on the Y=0 plane.
|
||||
#
|
||||
# A first version of this script assumed the relief ran along +Z, built the block around the wrong
|
||||
# axis, and produced a sealed cavity with no way in. It passed a "male does not intersect female"
|
||||
# check, because that only tests the seated position and says nothing about whether the part can
|
||||
# get there. The straight-pull test below is what catches it.
|
||||
#
|
||||
# Run: /snap/bin/freecad.cmd make_female.py
|
||||
|
||||
import os, sys, math
|
||||
import FreeCAD as App
|
||||
import Part
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
MALE = os.path.join(HERE, "bear.step")
|
||||
OUT_STEP = os.path.join(HERE, "BearConnector_Female.step")
|
||||
|
||||
CLEAR = 0.20 # per-face clearance, mm
|
||||
WALL = 4.0 # material around the pocket, mm
|
||||
FLOOR = 3.0 # material behind the deepest point of the pocket, mm
|
||||
|
||||
male = Part.Shape(); male.read(MALE)
|
||||
if len(male.Solids) != 1:
|
||||
print(f"FAIL: expected 1 solid in the male, found {len(male.Solids)}"); sys.exit(1)
|
||||
male = male.Solids[0]
|
||||
bb = male.BoundBox
|
||||
print(f"male : {bb.XLength:.2f} (X) x {bb.YLength:.2f} (Y) x {bb.ZLength:.2f} (Z) mm, "
|
||||
f"{len(male.Faces)} faces, {male.Volume/1000:.2f} cm3")
|
||||
print(f" relief runs Y {bb.YMin:.2f} .. {bb.YMax:.2f} -> insertion along +Y, mouth at Y={bb.YMin:.2f}")
|
||||
|
||||
# ---- 1. can the male even be withdrawn along the insertion axis? ----------------------
|
||||
# Ray-cast a grid along +Y through the tessellated male and count crossings. A straight pull is
|
||||
# possible only if no ray enters the solid more than once; a second entry is an undercut.
|
||||
verts, facets = male.tessellate(0.15)
|
||||
V = [(v.x, v.y, v.z) for v in verts]
|
||||
worst, undercut_pts = 0, 0
|
||||
NX = NZ = 90
|
||||
for i in range(NX):
|
||||
x = bb.XMin + (i + 0.5) * bb.XLength / NX
|
||||
for j in range(NZ):
|
||||
z = bb.ZMin + (j + 0.5) * bb.ZLength / NZ
|
||||
hits = 0
|
||||
for (ia, ib, ic) in facets: # ray (x, *, z) along +Y vs triangle
|
||||
ax, ay, az = V[ia]; bx, by, bz = V[ib]; cx, cy, cz = V[ic]
|
||||
# 2D point-in-triangle in the XZ plane
|
||||
d = (bz - cz) * (ax - cx) + (cx - bx) * (az - cz)
|
||||
if abs(d) < 1e-12: continue
|
||||
u = ((bz - cz) * (x - cx) + (cx - bx) * (z - cz)) / d
|
||||
v = ((cz - az) * (x - cx) + (ax - cx) * (z - cz)) / d
|
||||
if u < 0 or v < 0 or u + v > 1: continue
|
||||
hits += 1
|
||||
worst = max(worst, hits)
|
||||
if hits > 2: undercut_pts += 1
|
||||
print(f"pull : max crossings along +Y = {worst}, undercut samples = {undercut_pts}/{NX*NZ}")
|
||||
if undercut_pts:
|
||||
print("FAIL: the male has an undercut along +Y; a straight pocket cannot release it")
|
||||
sys.exit(1)
|
||||
print(" no undercut -> a straight-pull pocket works")
|
||||
|
||||
# ---- 2. grow the male by the clearance -----------------------------------------------
|
||||
grown = None
|
||||
for join, name in ((2, "Intersection"), (1, "Tangent"), (0, "Arc")):
|
||||
try:
|
||||
g = male.makeOffsetShape(CLEAR, 1e-6, False, False, 0, join, False)
|
||||
if g.isValid() and g.Solids:
|
||||
grown = g.Solids[0]; print(f"offset: join={name}, {grown.Volume/1000:.2f} cm3"); break
|
||||
except Exception as e:
|
||||
print(f"offset: join={name} failed -- {e}")
|
||||
if grown is None:
|
||||
print("FAIL: could not offset the male; refusing to emit a zero-clearance pocket"); sys.exit(1)
|
||||
|
||||
# ---- 3. the block: walls in X and Z, depth in +Y, OPEN at the Y=0 mouth ---------------
|
||||
gb = grown.BoundBox
|
||||
y_mouth = bb.YMin # the male's flat back plane
|
||||
depth = gb.YMax - y_mouth
|
||||
block = Part.makeBox(gb.XLength + 2*WALL, depth + FLOOR, gb.ZLength + 2*WALL,
|
||||
App.Vector(gb.XMin - WALL, y_mouth, gb.ZMin - WALL))
|
||||
print(f"block : {gb.XLength + 2*WALL:.2f} x {depth + FLOOR:.2f} x {gb.ZLength + 2*WALL:.2f} mm, "
|
||||
f"mouth on the Y={y_mouth:.2f} plane")
|
||||
|
||||
female = block.cut(grown)
|
||||
|
||||
# ---- 4. verify --------------------------------------------------------------------------
|
||||
ok = True
|
||||
if not female.isValid(): print("FAIL: invalid shape"); ok = False
|
||||
if len(female.Solids) != 1: print(f"FAIL: {len(female.Solids)} solids"); ok = False
|
||||
|
||||
clash = male.common(female)
|
||||
cv = clash.Volume if clash.Solids else 0.0
|
||||
print(f"check : male ∩ female = {cv:.6f} mm3 (seated fit, must be ~0)")
|
||||
if cv > 1e-3: print("FAIL: male collides with female"); ok = False
|
||||
|
||||
# the mouth must actually be open: the pocket has to reach the Y=y_mouth face of the block
|
||||
mouth_face_area = 0.0
|
||||
for f in female.Faces:
|
||||
c = f.CenterOfMass
|
||||
if abs(c.y - y_mouth) < 1e-6:
|
||||
mouth_face_area += f.Area
|
||||
solid_mouth = (gb.XLength + 2*WALL) * (gb.ZLength + 2*WALL)
|
||||
open_area = solid_mouth - mouth_face_area
|
||||
print(f"check : mouth plane -- material {mouth_face_area:.1f} mm2, opening {open_area:.1f} mm2 "
|
||||
f"({100*open_area/solid_mouth:.1f}% of the face)")
|
||||
if open_area < 100:
|
||||
print("FAIL: the pocket is sealed -- the male cannot be inserted"); ok = False
|
||||
|
||||
cavity = block.Volume - female.Volume
|
||||
print(f"check : cavity {cavity/1000:.2f} cm3 vs male {male.Volume/1000:.2f} cm3 "
|
||||
f"-> clearance shell {(cavity-male.Volume)/1000:.2f} cm3")
|
||||
if cavity < male.Volume: print("FAIL: cavity smaller than the male"); ok = False
|
||||
|
||||
if not ok:
|
||||
print("\nREFUSING to write the STEP"); sys.exit(1)
|
||||
|
||||
doc = App.newDocument("Female")
|
||||
obj = doc.addObject("Part::Feature", "BearConnector_Female")
|
||||
obj.Shape = female
|
||||
doc.recompute()
|
||||
Part.export([obj], OUT_STEP)
|
||||
fb = female.BoundBox
|
||||
print(f"\nwrote {OUT_STEP}")
|
||||
print(f"female: {fb.XLength:.2f} x {fb.YLength:.2f} x {fb.ZLength:.2f} mm, "
|
||||
f"{len(female.Faces)} faces, {female.Volume/1000:.2f} cm3")
|
||||
|
Before Width: | Height: | Size: 31 KiB |
|
Before Width: | Height: | Size: 26 KiB |
|
Before Width: | Height: | Size: 26 KiB |
|
Before Width: | Height: | Size: 2.3 KiB |
|
Before Width: | Height: | Size: 10 KiB |
@@ -1,71 +0,0 @@
|
||||
"""The muzzle has to READ, not just be present — wi3z.
|
||||
|
||||
Faithfully scaled, the part's ridge is 11.3 mm on an 83 mm face: 13.6 % of the width. At glyph
|
||||
size that is a scratch. A glyph is a symbol, not a scale model, so the question is how much
|
||||
emphasis it takes before the only +Z feature actually reads. Variants, all with the same crest
|
||||
geometry, differing only in width and colour.
|
||||
"""
|
||||
import math, os, importlib.util
|
||||
from PIL import Image, ImageDraw
|
||||
spec=importlib.util.spec_from_file_location("gp","glyph_preview.py")
|
||||
gp=importlib.util.module_from_spec(spec); spec.loader.exec_module(gp)
|
||||
|
||||
OUT, CHIN, MARKS, CREST, SBASE, PLATE = gp.OUT, gp.CHIN, gp.MARKS, gp.CREST, gp.SBASE, gp.PLATE
|
||||
BODY=(0.42,0.46,0.52); MARK=(0.126,0.138,0.156); GOLD=(0.93,0.66,0.09)
|
||||
|
||||
def facets(widen=1.0, muzzle_gold=False):
|
||||
F=[]; n=len(OUT)
|
||||
for i in range(n):
|
||||
a,b=OUT[i],OUT[(i+1)%n]
|
||||
F.append(([(a[0],a[1],0.0),(b[0],b[1],0.0),(b[0],b[1],PLATE),(a[0],a[1],PLATE)],BODY,True))
|
||||
F.append(([(x,y,PLATE) for x,y in OUT],BODY,True))
|
||||
zm=PLATE+0.004
|
||||
for cx,cy,r in MARKS:
|
||||
F.append(([(cx+r*math.cos(2*math.pi*i/12),cy+r*math.sin(2*math.pi*i/12),zm) for i in range(12)],MARK,False))
|
||||
F.append(([(x,y,zm) for x,y in CHIN],MARK,False))
|
||||
A,B=CREST
|
||||
w=lambda p:(p[0]*widen,p[1],PLATE)
|
||||
nl,nr,tr,tl=(w(SBASE[0]),w(SBASE[1]),w(SBASE[2]),w(SBASE[3]))
|
||||
col = GOLD if muzzle_gold else BODY
|
||||
F+=[([nl,tl,B,A],col,True),([nr,A,B,tr],col,True),
|
||||
([nl,A,nr],col,True), ([tr,B,tl],col,True)]
|
||||
return F
|
||||
|
||||
def render(F, px, elev, ss=8):
|
||||
S=px*ss; a=math.radians(elev); ca,sa=math.cos(a),math.sin(a)
|
||||
xf=lambda p:(p[0],p[1]*sa+p[2]*ca,-p[1]*ca+p[2]*sa)
|
||||
light=(-0.70,0.30,0.45)
|
||||
img=Image.new("RGB",(S,S),(24,27,32)); d=ImageDraw.Draw(img)
|
||||
tris=sorted(((sum(v[2] for v in [xf(q) for q in pts])/len(pts),[xf(q) for q in pts],c,sh)
|
||||
for pts,c,sh in F), key=lambda t:t[0])
|
||||
for _,q,base,shade in tris:
|
||||
(x0,y0,z0),(x1,y1,z1),(x2,y2,z2)=q[0],q[1],q[2]
|
||||
ux,uy,uz=x1-x0,y1-y0,z1-z0; vx,vy,vz=x2-x0,y2-y0,z2-z0
|
||||
nx,ny,nz=uy*vz-uz*vy,uz*vx-ux*vz,ux*vy-uy*vx
|
||||
L=math.sqrt(nx*nx+ny*ny+nz*nz) or 1.0; nx,ny,nz=nx/L,ny/L,nz/L
|
||||
if nz<0: nx,ny,nz=-nx,-ny,-nz
|
||||
k=(0.42+0.58*max(0.0,nx*light[0]+ny*light[1]+nz*light[2])) if shade else 1.0
|
||||
d.polygon([(S/2+p[0]*S*0.92,S/2-p[1]*S*0.92) for p in q],
|
||||
fill=tuple(min(255,int(255*c*k)) for c in base))
|
||||
return img.resize((px,px),Image.LANCZOS)
|
||||
|
||||
VAR=[("V1 faithful", 1.0, False),
|
||||
("V2 gold muzzle", 1.0, True),
|
||||
("V3 gold + 1.8x wide",1.8, True),
|
||||
("V4 body + 1.8x wide",1.8, False)]
|
||||
big=Image.new("RGB",(4*250+30,4*140+30),(24,27,32))
|
||||
for r,(name,wd,gold) in enumerate(VAR):
|
||||
F=facets(wd,gold)
|
||||
for c,e in enumerate((90,47,16,6)):
|
||||
big.paste(render(F,120,e),(15+c*250+60,15+r*140+10))
|
||||
big.save("/tmp/muzzle-variants.png")
|
||||
for name,wd,gold in VAR:
|
||||
F=facets(wd,gold); F0=[f for f in F][:-4]
|
||||
row=[]
|
||||
for e in (90,16,6):
|
||||
a=render(F,32,e); b=render(F0,32,e)
|
||||
la=sum(1 for p in a.get_flattened_data() if p!=(24,27,32))
|
||||
df=sum(1 for p,q in zip(a.get_flattened_data(),b.get_flattened_data()) if p!=q)
|
||||
row.append(f"{100.0*df/max(1,la):5.1f}%")
|
||||
print(f"{name:22} muzzle share at 90/16/6 deg: " + " ".join(row))
|
||||
print("WROTE /tmp/muzzle-variants.png")
|
||||
|
Before Width: | Height: | Size: 5.5 KiB |
|
Before Width: | Height: | Size: 24 KiB |
@@ -1,99 +0,0 @@
|
||||
"""Flat glyph vs 3D relief, at the elevations that killed the disc — wi3z.
|
||||
|
||||
The flat study collapsed at 16 deg because anything drawn IN the connector's plane foreshortens by
|
||||
sin(elevation). This renders the SAME bear as its real relief (1508 facets off the supplied male)
|
||||
with a simple lambert shade, so the silhouette does the work at a grazing angle. Two rows, same
|
||||
sizes, same elevations, so the comparison is direct.
|
||||
"""
|
||||
import json, math, os
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
M = json.load(open(os.path.join(HERE, "bear_mesh.json")))
|
||||
V, F = M["v"], M["f"]
|
||||
|
||||
# Part frame: face carried by X (right) and Z (down-negative), relief along +Y.
|
||||
P = [(v[0], -v[2], v[1]) for v in V] # -> (x right, y up, z out of the face)
|
||||
xs=[p[0] for p in P]; ys=[p[1] for p in P]; zs=[p[2] for p in P]
|
||||
CX,CY,CZ = (min(xs)+max(xs))/2, (min(ys)+max(ys))/2, (min(zs)+max(zs))/2
|
||||
SPAN = max(max(xs)-min(xs), max(ys)-min(ys))
|
||||
P = [((x-CX)/SPAN, (y-CY)/SPAN, (z-CZ)/SPAN) for x,y,z in P]
|
||||
|
||||
def shade(px, elev_deg, supersample=8):
|
||||
"""Camera orbits down from straight-on (90) to grazing (small). Rotate about the screen x-axis."""
|
||||
S = px*supersample
|
||||
a = math.radians(elev_deg)
|
||||
ca, sa = math.cos(a), math.sin(a)
|
||||
# view: rotate the model so the face normal tips away from the camera
|
||||
def xf(p):
|
||||
x,y,z = p
|
||||
return (x, y*sa + z*ca, -y*ca + z*sa) # third component = depth toward camera
|
||||
Q = [xf(p) for p in P]
|
||||
img = Image.new("L", (S,S), 0)
|
||||
d = ImageDraw.Draw(img)
|
||||
order = []
|
||||
for tri in F:
|
||||
a3 = [Q[i] for i in tri]
|
||||
order.append((sum(v[2] for v in a3)/3.0, tri, a3))
|
||||
order.sort(key=lambda t: t[0]) # painter: far first
|
||||
light = (-0.35, 0.55, 0.76)
|
||||
for _, tri, a3 in order:
|
||||
(x0,y0,z0),(x1,y1,z1),(x2,y2,z2) = a3
|
||||
ux,uy,uz = x1-x0, y1-y0, z1-z0
|
||||
vx,vy,vz = x2-x0, y2-y0, z2-z0
|
||||
nx,ny,nz = uy*vz-uz*vy, uz*vx-ux*vz, ux*vy-uy*vx
|
||||
n = math.sqrt(nx*nx+ny*ny+nz*nz) or 1.0
|
||||
nx,ny,nz = nx/n, ny/n, nz/n
|
||||
if nz < 0: nx,ny,nz = -nx,-ny,-nz # face the camera
|
||||
lam = max(0.0, nx*light[0] + ny*light[1] + nz*light[2])
|
||||
val = int(70 + 185*lam)
|
||||
pts = [(S/2 + x*S*0.92, S/2 - y*S*0.92) for x,y,_ in a3]
|
||||
d.polygon(pts, fill=val)
|
||||
return img.resize((px,px), Image.LANCZOS)
|
||||
|
||||
# flat outline, for the side-by-side
|
||||
D = json.load(open(os.path.join(HERE, "bear_outline.json")))
|
||||
def unit(pts):
|
||||
p=[(x,-z) for x,z in pts]
|
||||
return [((x-CX)/SPAN,(y-CY)/SPAN) for x,y in p]
|
||||
OUT = unit(D["outer"])
|
||||
HOLES = [unit(h["pts"]) for h in D["holes"]]
|
||||
|
||||
def flat(px, elev_deg, supersample=8):
|
||||
S=px*supersample
|
||||
img=Image.new("L",(S,S),0); d=ImageDraw.Draw(img)
|
||||
k=math.sin(math.radians(elev_deg))
|
||||
m=lambda p:(S/2+p[0]*S*0.92, S/2-p[1]*S*0.92*k)
|
||||
d.polygon([m(p) for p in OUT], fill=255)
|
||||
for h in HOLES: d.polygon([m(p) for p in h], fill=0)
|
||||
return img.resize((px,px), Image.LANCZOS)
|
||||
|
||||
SIZES=[22,32,48]; ELEVS=[(90,"flat on"),(47,"47"),(16,"16"),(6,"6")]
|
||||
pad,cell=8,58
|
||||
W=pad+len(SIZES)*len(ELEVS)*cell+pad; H=pad+2*cell+pad
|
||||
sheet=Image.new("RGB",(W,H),(24,27,32))
|
||||
for r,fn in enumerate((flat, shade)):
|
||||
for ci,(elev,_) in enumerate(ELEVS):
|
||||
for si,px in enumerate(SIZES):
|
||||
g=fn(px,elev)
|
||||
tile=Image.new("RGB",(px,px),(24,27,32))
|
||||
if fn is flat:
|
||||
tile.paste(Image.new("RGB",(px,px),(237,168,23)),(0,0),g)
|
||||
else:
|
||||
gg=g.convert("L")
|
||||
tile=Image.merge("RGB",(gg.point(lambda v:min(255,int(v*1.00))),
|
||||
gg.point(lambda v:int(v*0.71)),
|
||||
gg.point(lambda v:int(v*0.16))))
|
||||
x=pad+(ci*len(SIZES)+si)*cell+(cell-px)//2
|
||||
y=pad+r*cell+(cell-px)//2
|
||||
sheet.paste(tile,(x,y))
|
||||
sheet.resize((W*2,H*2), Image.NEAREST).save(os.path.join(HERE,"relief-sheet.png"))
|
||||
|
||||
# how much ink survives — the same measure used on the disc glyph
|
||||
print(f"{'elev':>6} {'flat px@32':>11} {'relief px@32':>13}")
|
||||
for elev,_ in ELEVS:
|
||||
f32=flat(32,elev); s32=shade(32,elev)
|
||||
fi=sum(1 for v in f32.getdata() if v>40)
|
||||
si=sum(1 for v in s32.getdata() if v>40)
|
||||
print(f"{elev:>6} {fi:>11} {si:>13}")
|
||||
print("WROTE relief-sheet.png")
|
||||
@@ -1,9 +0,0 @@
|
||||
# Export the real male's relief as a triangle mesh, so the grazing test uses the actual geometry.
|
||||
import os, json
|
||||
import Part
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
s = Part.Shape(); s.read(os.path.join(HERE, "bear.step"))
|
||||
verts, facets = s.Solids[0].tessellate(0.25)
|
||||
V = [[round(p.x,4), round(p.y,4), round(p.z,4)] for p in verts]
|
||||
json.dump({"v": V, "f": facets}, open(os.path.join(HERE, "bear_mesh.json"), "w"))
|
||||
print(f"verts {len(V)} facets {len(facets)}")
|
||||
@@ -1,85 +0,0 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Flat-shade the faceted ridge key from several camera directions.
|
||||
|
||||
The point is not a pretty picture. It is one question: does a low-poly solid, flat-shaded,
|
||||
let a human read its orientation from an arbitrary viewpoint -- and specifically, is the
|
||||
view ALONG the ridge ambiguous between front and back, as the geometry suggests it must be
|
||||
in silhouette?
|
||||
|
||||
Flat shading (one normal per facet, no smoothing) is deliberate: it is what the concept
|
||||
claims to rely on, and it is what a CAD viewport with hard normals actually produces.
|
||||
"""
|
||||
import numpy as np
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
# ---- the key, same numbers as faceted_ridge_key.scad
|
||||
L, W, tf, H, pr, pf, hf = 12.0, 4.0, 0.45, 4.5, 0.22, 0.62, 0.35
|
||||
Wf, xr0, xr1, Hf = W * tf, -L / 2 + L * pr, -L / 2 + L * pf, H * hf
|
||||
|
||||
V = np.array([(-L/2, -W, 0), (-L/2, W, 0), (L/2, Wf, 0), (L/2, -Wf, 0),
|
||||
(xr0, 0, H), (xr1, 0, Hf)], dtype=float)
|
||||
F = [[0, 1, 2, 3], [0, 4, 1], [0, 3, 5], [0, 5, 4], [1, 4, 5], [1, 5, 2], [3, 2, 5]]
|
||||
|
||||
LIGHT = np.array([0.35, -0.5, 0.78]) # a headlight-ish key light
|
||||
LIGHT /= np.linalg.norm(LIGHT)
|
||||
|
||||
|
||||
def look_at(eye, target, up=(0, 0, 1)):
|
||||
f = np.array(target, float) - np.array(eye, float)
|
||||
f /= np.linalg.norm(f)
|
||||
up = np.array(up, float)
|
||||
if abs(np.dot(f, up)) > 0.999:
|
||||
up = np.array([0, 1, 0], float)
|
||||
r = np.cross(f, up); r /= np.linalg.norm(r)
|
||||
u = np.cross(r, f)
|
||||
return r, u, f
|
||||
|
||||
|
||||
def render(eye, target, path, size=(620, 460), scale=26.0, label=""):
|
||||
r, u, f = look_at(eye, target)
|
||||
eye = np.array(eye, float)
|
||||
cam = np.stack([r, u, f]) # world -> camera rows
|
||||
P = (V - eye) @ cam.T # orthographic: x,y screen, z depth
|
||||
|
||||
w, h = size
|
||||
img = Image.new("RGB", size, (238, 240, 243))
|
||||
d = ImageDraw.Draw(img)
|
||||
|
||||
def to_px(p):
|
||||
return (w / 2 + p[0] * scale, h / 2 - p[1] * scale)
|
||||
|
||||
faces = []
|
||||
for face in F:
|
||||
pts = V[face]
|
||||
n = np.cross(pts[1] - pts[0], pts[2] - pts[0])
|
||||
n /= np.linalg.norm(n)
|
||||
centre = pts.mean(axis=0)
|
||||
if np.dot(n, centre - eye) > 0: # back-face cull
|
||||
continue
|
||||
depth = P[face][:, 2].mean()
|
||||
lam = max(0.0, float(np.dot(n, LIGHT)))
|
||||
shade = 0.22 + 0.78 * lam # flat: ONE value for the whole facet
|
||||
col = tuple(int(255 * shade * c) for c in (0.86, 0.72, 0.35))
|
||||
faces.append((depth, [to_px(P[i]) for i in face], col))
|
||||
|
||||
for _, poly, col in sorted(faces, key=lambda t: -t[0]): # painter's algorithm
|
||||
d.polygon(poly, fill=col)
|
||||
|
||||
if label:
|
||||
d.rectangle([8, 8, 8 + 9 * len(label), 30], fill=(255, 255, 255))
|
||||
d.text((14, 14), label, fill=(20, 20, 20))
|
||||
img.save(path)
|
||||
return path
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
t = (0, 0, H * 0.35)
|
||||
views = [
|
||||
((26, -22, 20), "iso: the reference view"),
|
||||
((30, 0, 6), "ALONG +X (from the FRONT, low end)"),
|
||||
((-30, 0, 6), "ALONG -X (from the BACK, tall end)"),
|
||||
((0, 0, 34), "ALONG +Z (straight down the mating axis)"),
|
||||
((2, -32, 5), "ALONG -Y (broadside, grazing)"),
|
||||
]
|
||||
for i, (eye, lab) in enumerate(views):
|
||||
print(render(eye, t, f"rk-{i}.png", label=lab))
|
||||
@@ -1,76 +0,0 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Flat-shade an ASCII/binary STL from several directions.
|
||||
|
||||
Used to answer one question with a picture instead of an argument: does a RECESSED faceted
|
||||
pocket read as an oriented feature, or does a concave feature collapse into a dark hole?
|
||||
"""
|
||||
import struct
|
||||
import sys
|
||||
import numpy as np
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
LIGHT = np.array([0.35, -0.5, 0.78]); LIGHT /= np.linalg.norm(LIGHT)
|
||||
|
||||
|
||||
def load_stl(path):
|
||||
data = open(path, "rb").read()
|
||||
if data[:5] == b"solid" and b"facet" in data[:2000]:
|
||||
tris, cur = [], []
|
||||
for line in data.decode("ascii", "ignore").splitlines():
|
||||
s = line.split()
|
||||
if s and s[0] == "vertex":
|
||||
cur.append([float(x) for x in s[1:4]])
|
||||
if len(cur) == 3:
|
||||
tris.append(cur); cur = []
|
||||
return np.array(tris, dtype=float)
|
||||
n = struct.unpack("<I", data[80:84])[0]
|
||||
tris = np.empty((n, 3, 3), dtype=float)
|
||||
off = 84
|
||||
for i in range(n):
|
||||
v = struct.unpack("<12f", data[off:off + 48])
|
||||
tris[i] = np.array(v[3:12]).reshape(3, 3)
|
||||
off += 50
|
||||
return tris
|
||||
|
||||
|
||||
def render(tris, eye, target, path, size=(620, 460), scale=14.0, label=""):
|
||||
eye = np.array(eye, float); target = np.array(target, float)
|
||||
f = target - eye; f /= np.linalg.norm(f)
|
||||
up = np.array([0, 0, 1.0])
|
||||
if abs(np.dot(f, up)) > 0.999: up = np.array([0, 1.0, 0])
|
||||
r = np.cross(f, up); r /= np.linalg.norm(r)
|
||||
u = np.cross(r, f)
|
||||
cam = np.stack([r, u, f])
|
||||
|
||||
w, h = size
|
||||
img = Image.new("RGB", size, (238, 240, 243)); d = ImageDraw.Draw(img)
|
||||
faces = []
|
||||
for t in tris:
|
||||
n = np.cross(t[1] - t[0], t[2] - t[0])
|
||||
ln = np.linalg.norm(n)
|
||||
if ln < 1e-12: continue
|
||||
n /= ln
|
||||
c = t.mean(axis=0)
|
||||
if np.dot(n, c - eye) > 0: continue # cull back faces
|
||||
P = (t - eye) @ cam.T
|
||||
lam = max(0.0, float(np.dot(n, LIGHT)))
|
||||
shade = 0.20 + 0.80 * lam
|
||||
col = tuple(int(255 * shade * ch) for ch in (0.86, 0.72, 0.35))
|
||||
poly = [(w / 2 + p[0] * scale, h / 2 - p[1] * scale) for p in P]
|
||||
faces.append((P[:, 2].mean(), poly, col))
|
||||
for _, poly, col in sorted(faces, key=lambda x: -x[0]):
|
||||
d.polygon(poly, fill=col)
|
||||
if label:
|
||||
d.rectangle([8, 8, 8 + 9 * len(label), 30], fill=(255, 255, 255))
|
||||
d.text((14, 14), label, fill=(20, 20, 20))
|
||||
img.save(path)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
tris = load_stl(sys.argv[1])
|
||||
print("triangles:", len(tris))
|
||||
views = [((26, -22, 20), "iso"), ((0, 0, 34), "straight down +Z"),
|
||||
((4, -30, 9), "grazing"), ((-28, -10, 12), "from the tall end")]
|
||||
for i, (eye, lab) in enumerate(views):
|
||||
render(tris, eye, (0, 0, 0), f"fem-{i}.png", label=f"FEMALE POCKET — {lab}")
|
||||
print(f"fem-{i}.png")
|
||||
|
Before Width: | Height: | Size: 4.9 KiB |
|
Before Width: | Height: | Size: 5.4 KiB |
|
Before Width: | Height: | Size: 4.8 KiB |
|
Before Width: | Height: | Size: 6.1 KiB |
|
Before Width: | Height: | Size: 4.9 KiB |
|
Before Width: | Height: | Size: 22 KiB |
|
Before Width: | Height: | Size: 49 KiB |
@@ -1,142 +0,0 @@
|
||||
"""Reduce the bear face to the fewest marks that still read at glyph size — wi3z.
|
||||
|
||||
Geometry comes from bear_outline.json, which extract_outline.py pulled off the supplied male
|
||||
B-rep's back plate: the outer wire IS the silhouette, the inner wires are the two eyes and the
|
||||
muzzle opening. Nothing here is traced by eye.
|
||||
|
||||
The glyph is drawn IN the connector's plane, so a grazing view foreshortens it along one axis by
|
||||
sin(elevation) — exactly what collapsed the disc's roll quadrant to 3 pixels at 10 deg. Every
|
||||
candidate is therefore rendered at three elevations as well as three pixel sizes.
|
||||
"""
|
||||
import json, math, os
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
D = json.load(open(os.path.join(HERE, "bear_outline.json")))
|
||||
|
||||
def norm(pts):
|
||||
"""Part frame (X right, Z down-negative) -> glyph frame (x right, y up), centred, unit height."""
|
||||
p = [(x, -z) for x, z in pts]
|
||||
return p
|
||||
|
||||
outer = norm(D["outer"])
|
||||
holes = [norm(h["pts"]) for h in D["holes"]]
|
||||
# the two Ø9.8 wires are the eyes; the wide one is the muzzle
|
||||
eyes = [h for h, meta in zip(holes, D["holes"]) if meta["d"] < 20]
|
||||
muzzle = [h for h, meta in zip(holes, D["holes"]) if meta["d"] >= 20]
|
||||
|
||||
ALL = outer + [p for h in holes for p in h]
|
||||
xs = [p[0] for p in ALL]; ys = [p[1] for p in ALL]
|
||||
CX, CY = (min(xs)+max(xs))/2, (min(ys)+max(ys))/2
|
||||
SPAN = max(max(xs)-min(xs), max(ys)-min(ys))
|
||||
def to_unit(pts): return [((x-CX)/SPAN, (y-CY)/SPAN) for x, y in pts]
|
||||
|
||||
def rdp(pts, eps):
|
||||
"""Douglas-Peucker. Vertex count is the honest measure of 'how simplified'."""
|
||||
if len(pts) < 3: return pts
|
||||
ax, ay = pts[0]; bx, by = pts[-1]
|
||||
dx, dy = bx-ax, by-ay
|
||||
n = math.hypot(dx, dy)
|
||||
best, bi = -1.0, 0
|
||||
for i in range(1, len(pts)-1):
|
||||
px, py = pts[i]
|
||||
d = abs(dx*(ay-py) - (ax-px)*dy)/n if n > 1e-12 else math.hypot(px-ax, py-ay)
|
||||
if d > best: best, bi = d, i
|
||||
if best <= eps:
|
||||
return [pts[0], pts[-1]]
|
||||
return rdp(pts[:bi+1], eps)[:-1] + rdp(pts[bi:], eps)
|
||||
|
||||
def simp_closed(pts, eps):
|
||||
r = rdp(pts + [pts[0]], eps)
|
||||
return r[:-1]
|
||||
|
||||
def centroid(pts):
|
||||
return (sum(p[0] for p in pts)/len(pts), sum(p[1] for p in pts)/len(pts))
|
||||
|
||||
U_OUT = to_unit(outer)
|
||||
U_EYE = [to_unit(e) for e in eyes]
|
||||
U_MUZ = [to_unit(m) for m in muzzle]
|
||||
|
||||
def eye_dots(scale=1.0):
|
||||
out = []
|
||||
for e in U_EYE:
|
||||
cx, cy = centroid(e)
|
||||
r = max(max(p[0] for p in e)-min(p[0] for p in e),
|
||||
max(p[1] for p in e)-min(p[1] for p in e))/2*scale
|
||||
out.append((cx, cy, r))
|
||||
return out
|
||||
|
||||
def muzzle_tri():
|
||||
"""The muzzle reduced to one filled triangle: its two lower corners and its apex."""
|
||||
m = U_MUZ[0]
|
||||
lo = min(p[1] for p in m); hi = max(p[1] for p in m)
|
||||
bottom = [p for p in m if p[1] < lo + 0.06*(hi-lo)]
|
||||
apex = max(m, key=lambda p: p[1])
|
||||
return [min(bottom), max(bottom), apex]
|
||||
|
||||
CANDIDATES = {
|
||||
"C0 full": dict(out=U_OUT, eyes=eye_dots(), muz=U_MUZ[0]),
|
||||
"C1 eps .004": dict(out=simp_closed(U_OUT, .004), eyes=eye_dots(), muz=simp_closed(U_MUZ[0], .004)),
|
||||
"C2 eps .012": dict(out=simp_closed(U_OUT, .012), eyes=eye_dots(), muz=muzzle_tri()),
|
||||
"C3 eps .030": dict(out=simp_closed(U_OUT, .030), eyes=eye_dots(1.15), muz=muzzle_tri()),
|
||||
"C4 no eyes": dict(out=simp_closed(U_OUT, .012), eyes=[], muz=muzzle_tri()),
|
||||
}
|
||||
|
||||
def sym_report(pts, tol=0.02):
|
||||
"""Trivial symmetry group is the property doing the work. If a simplification restores a
|
||||
mirror or a 180 deg rotation, that simplification is wrong."""
|
||||
def match(tf):
|
||||
t = [tf(p) for p in pts]
|
||||
hit = 0
|
||||
for q in t:
|
||||
if min(math.hypot(q[0]-p[0], q[1]-p[1]) for p in pts) <= tol: hit += 1
|
||||
return hit, len(pts)
|
||||
return {
|
||||
"mirror-x": match(lambda p: (-p[0], p[1])),
|
||||
"mirror-y": match(lambda p: ( p[0], -p[1])),
|
||||
"rot-180": match(lambda p: (-p[0], -p[1])),
|
||||
}
|
||||
|
||||
def render(c, px, elev_deg, supersample=8):
|
||||
S = px*supersample
|
||||
img = Image.new("L", (S, S), 0)
|
||||
d = ImageDraw.Draw(img)
|
||||
k = math.sin(math.radians(elev_deg))
|
||||
def m(p):
|
||||
return (S/2 + p[0]*S*0.92, S/2 - p[1]*S*0.92*k)
|
||||
d.polygon([m(p) for p in c["out"]], fill=255)
|
||||
if c["muz"]: d.polygon([m(p) for p in c["muz"]], fill=0)
|
||||
for cx, cy, r in c["eyes"]:
|
||||
a = m((cx-r, cy+r)); b = m((cx+r, cy-r))
|
||||
d.ellipse([a[0], a[1], b[0], b[1]], fill=0)
|
||||
return img.resize((px, px), Image.LANCZOS)
|
||||
|
||||
print(f"{'candidate':14} {'verts':>6} {'marks':>6} symmetry (matched/total, lower is better)")
|
||||
print("-"*78)
|
||||
for name, c in CANDIDATES.items():
|
||||
s = sym_report(c["out"])
|
||||
marks = 1 + (1 if c["muz"] else 0) + len(c["eyes"])
|
||||
sym = " ".join(f"{k} {v[0]}/{v[1]}" for k, v in s.items())
|
||||
print(f"{name:14} {len(c['out']):6} {marks:6} {sym}")
|
||||
|
||||
SIZES = [22, 32, 48]
|
||||
ELEVS = [(90, "flat on"), (47, "47 deg"), (16, "16 deg"), (6, "6 deg")]
|
||||
pad, cell = 8, 56
|
||||
W = pad + len(SIZES)*len(ELEVS)*cell + pad
|
||||
H = pad + len(CANDIDATES)*cell + pad
|
||||
sheet = Image.new("RGB", (W, H), (24, 27, 32))
|
||||
for r, (name, c) in enumerate(CANDIDATES.items()):
|
||||
for ci, (elev, _) in enumerate(ELEVS):
|
||||
for si, px in enumerate(SIZES):
|
||||
g = render(c, px, elev)
|
||||
tile = Image.new("RGB", (px, px), (24, 27, 32))
|
||||
gold = Image.new("RGB", (px, px), (237, 168, 23))
|
||||
tile.paste(gold, (0, 0), g)
|
||||
x = pad + (ci*len(SIZES)+si)*cell + (cell-px)//2
|
||||
y = pad + r*cell + (cell-px)//2
|
||||
sheet.paste(tile, (x, y))
|
||||
sheet = sheet.resize((W*2, H*2), Image.NEAREST)
|
||||
sheet.save(os.path.join(HERE, "simplify-sheet.png"))
|
||||
print("\ncolumns: " + " | ".join(f"{e[1]} @ 22/32/48px" for e in ELEVS))
|
||||
print("rows: " + ", ".join(CANDIDATES))
|
||||
print("WROTE simplify-sheet.png")
|
||||
|
Before Width: | Height: | Size: 9.1 KiB |
|
Before Width: | Height: | Size: 293 B |
|
Before Width: | Height: | Size: 204 B |
|
Before Width: | Height: | Size: 238 B |
|
Before Width: | Height: | Size: 359 B |
|
Before Width: | Height: | Size: 263 B |
|
Before Width: | Height: | Size: 314 B |
|
Before Width: | Height: | Size: 502 B |
|
Before Width: | Height: | Size: 344 B |
|
Before Width: | Height: | Size: 464 B |
|
Before Width: | Height: | Size: 5.8 KiB |
|
Before Width: | Height: | Size: 4.7 KiB |
|
Before Width: | Height: | Size: 7.0 KiB |
|
Before Width: | Height: | Size: 5.7 KiB |
|
Before Width: | Height: | Size: 19 KiB |
@@ -1,74 +0,0 @@
|
||||
# Trim the boxy frame off the female so its outer shape is the bear face itself.
|
||||
#
|
||||
# Method: take the male's flat back face (the plane Y=0 -- that face IS the bear silhouette),
|
||||
# offset its OUTER wire outward in 2D, extrude the result along the insertion axis, and keep only
|
||||
# the part of the female inside it. Everything outside is the block frame and goes away.
|
||||
#
|
||||
# NOTE ON THE NUMBER. The pocket's side walls stand at +0.20 mm from the male outline, because that
|
||||
# is the clearance. A trim boundary at +0.10 mm therefore falls INSIDE them by 0.10 mm and removes
|
||||
# the side wall entirely rather than leaving a thin one. The script runs the requested value and
|
||||
# then measures what is actually left, so the outcome is a number rather than an opinion; it also
|
||||
# emits a second variant at an offset that leaves a printable wall, for comparison.
|
||||
#
|
||||
# Run: /snap/bin/freecad.cmd trim_female.py
|
||||
|
||||
import os, sys
|
||||
import FreeCAD as App
|
||||
import Part
|
||||
from FreeCAD import Vector
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
MALE = os.path.join(HERE, "bear.step")
|
||||
FEMALE = os.path.join(HERE, "BearConnector_Female.step")
|
||||
|
||||
REQUESTED = 0.10 # as asked
|
||||
CLEARANCE = 0.20 # what the pocket was built with
|
||||
SAFE_WALL = 1.60 # a wall that survives an FDM nozzle: clearance + ~1.4 mm
|
||||
|
||||
male = Part.Shape(); male.read(MALE); male = male.Solids[0]
|
||||
fem = Part.Shape(); fem.read(FEMALE); fem = fem.Solids[0]
|
||||
print(f"female in : {fem.Volume/1000:.2f} cm3, {len(fem.Faces)} faces")
|
||||
|
||||
# --- the bear silhouette: the male's flat back face at Y = 0
|
||||
back = None
|
||||
for f in male.Faces:
|
||||
n = f.normalAt(0, 0)
|
||||
if abs(f.CenterOfMass.y) < 1e-6 and abs(abs(n.y) - 1.0) < 1e-6:
|
||||
if back is None or f.Area > back.Area:
|
||||
back = f
|
||||
if back is None:
|
||||
print("FAIL: could not find the flat back face at Y=0"); sys.exit(1)
|
||||
print(f"silhouette: back face area {back.Area:.1f} mm2, {len(back.Wires)} wires "
|
||||
f"(outer + {len(back.Wires)-1} holes: eyes and mouth)")
|
||||
|
||||
fb = fem.BoundBox
|
||||
y0, y1 = fb.YMin - 5.0, fb.YMax + 5.0
|
||||
|
||||
def trimmed(offset):
|
||||
"""keep only the part of the female inside the silhouette grown by `offset`"""
|
||||
wire = back.OuterWire
|
||||
grown = wire.makeOffset2D(offset, join=2, fill=False, openResult=False, intersection=True)
|
||||
face = Part.Face(Part.Wire(grown.Edges))
|
||||
prism = face.extrude(Vector(0, y1 - y0, 0))
|
||||
prism.translate(Vector(0, y0 - face.CenterOfMass.y, 0))
|
||||
return fem.common(prism)
|
||||
|
||||
for tag, off, out in (("requested", REQUESTED, "BearConnector_Female_Trimmed.step"),
|
||||
("safe wall", SAFE_WALL, "BearConnector_Female_Trimmed_wall.step")):
|
||||
r = trimmed(off)
|
||||
if not r.Solids:
|
||||
print(f"\n{tag} (+{off:.2f} mm): NOTHING LEFT"); continue
|
||||
wall = off - CLEARANCE
|
||||
# is there any material left at the level of the pocket's side wall?
|
||||
sec = r.section(Part.makePlane(400, 400, Vector(-200, 1.5, -200), Vector(0, 1, 0)))
|
||||
perim = sum(e.Length for e in sec.Edges)
|
||||
print(f"\n{tag} (+{off:.2f} mm) wall = {wall:+.2f} mm")
|
||||
print(f" volume {r.Volume/1000:.2f} cm3, {len(r.Solids)} solid(s), {len(r.Faces)} faces")
|
||||
print(f" section through the pocket wall at Y=1.5: {perim:.1f} mm of edge")
|
||||
if wall <= 0:
|
||||
print(f" -> the trim cuts {abs(wall):.2f} mm INSIDE the pocket wall: no side wall remains")
|
||||
doc = App.newDocument(tag.replace(" ", "_"))
|
||||
o = doc.addObject("Part::Feature", "Female")
|
||||
o.Shape = r; doc.recompute()
|
||||
Part.export([o], os.path.join(HERE, out))
|
||||
print(f" wrote {out}")
|
||||
@@ -1,25 +0,0 @@
|
||||
# Check both trimmed females still fit the male, and export STLs for a visual comparison.
|
||||
# Run: /snap/bin/freecad.cmd verify_trimmed.py
|
||||
import os
|
||||
import Mesh, Part
|
||||
|
||||
HERE = os.path.dirname(os.path.abspath(__file__))
|
||||
male = Part.Shape(); male.read(os.path.join(HERE, "bear.step")); male = male.Solids[0]
|
||||
|
||||
for name in ("BearConnector_Female_Trimmed", "BearConnector_Female_Trimmed_wall"):
|
||||
p = os.path.join(HERE, name + ".step")
|
||||
s = Part.Shape(); s.read(p); s = s.Solids[0]
|
||||
d = male.distToShape(s)[0]
|
||||
c = male.common(s)
|
||||
cv = c.Volume if c.Solids else 0.0
|
||||
bb = s.BoundBox
|
||||
print(f"{name}")
|
||||
print(f" {bb.XLength:.2f} x {bb.YLength:.2f} x {bb.ZLength:.2f} mm, {s.Volume/1000:.2f} cm3, "
|
||||
f"{len(s.Faces)} faces, valid={s.isValid()}")
|
||||
print(f" gap to male {d:.4f} mm, interference {cv:.6f} mm3")
|
||||
m = Mesh.Mesh(); m.addFacets([tuple(t) for t in s.tessellate(0.12)[1]] and
|
||||
[(s.tessellate(0.12)[0][a], s.tessellate(0.12)[0][b],
|
||||
s.tessellate(0.12)[0][c2])
|
||||
for a, b, c2 in s.tessellate(0.12)[1]])
|
||||
m.write(os.path.join(HERE, name + ".stl"))
|
||||
print(f" wrote {name}.stl ({m.CountFacets} facets)")
|
||||
@@ -1,333 +0,0 @@
|
||||
# The Design tab
|
||||
|
||||
Object-driven parametric CAD inside the slicer. Point at geometry; the geometry offers the
|
||||
verbs that apply to it. Selection comes first and the tool consumes it. Draw a sketch,
|
||||
constrain it, turn it into a solid, refine it, and send it straight to Prepare — without
|
||||
leaving for another application and coming back through an STL.
|
||||
|
||||
The model is a **recipe**, not a mesh. Every action becomes a feature in a tree that is
|
||||
replayed from the start whenever anything changes, so editing a dimension you set twenty
|
||||
steps ago rebuilds everything downstream. The geometry kernel is OCCT, which the slicer
|
||||
already ships for STEP import.
|
||||
|
||||
---
|
||||
|
||||
## Getting started
|
||||
|
||||
1. Open the **Design** tab.
|
||||
2. Click a face or a reference plane in the viewport, then press `Shift+S` (Sketch). The offer
|
||||
opens with the sketch tools on it.
|
||||
3. Draw a closed profile, then press **✓ Confirm** in the floating action bar.
|
||||
4. With the sketch selected, press `Shift+E` (Extrude).
|
||||
5. Press **Commit to Plate** to hand the solid to Prepare.
|
||||
|
||||
The status line under the toolbar is the thing to watch: it says what the current tool is
|
||||
waiting for. When no plane is picked it reads *"Click a face or a reference plane in the
|
||||
viewport, then a sketch tool"*; once one is picked it reads *"Sketching on <face> — pick a
|
||||
tool"*. It is also where a refusal explains itself.
|
||||
|
||||
---
|
||||
|
||||
## Selecting
|
||||
|
||||
- One left-click selects what is under the cursor. There is no click-cycling through
|
||||
face → edge → body.
|
||||
- A click near a corner takes the corner, not the face behind it.
|
||||
- Left-drag sweeps a rubber band, and a rubber band takes the whole body.
|
||||
- An open sketch line can be clicked, even where it bounds a region.
|
||||
- Double-click a sketch stroke to edit it — the gesture belongs on the geometry.
|
||||
- Editing a dimension's value **updates** that dimension instead of adding a second one next
|
||||
to it.
|
||||
- The floating chrome that belongs to a sketch leaves with the sketch when it ends.
|
||||
- Sketching happens on the face you clicked, first click.
|
||||
- A sketch whose entities form no wire **fails** instead of extruding a default box. A
|
||||
subtraction that removes nothing is reported as an error instead of a silent success.
|
||||
|
||||
---
|
||||
|
||||
## The offer
|
||||
|
||||
Right-click on the geometry, released without moving the mouse (an 8 px budget — a
|
||||
right-drag that orbits the camera does not open it). Left-click still only selects, so
|
||||
pointing at things stays quiet.
|
||||
|
||||
The offer also opens by itself the moment you press Sketch on a face or plane, showing the
|
||||
sketch tools — the app hands you the tools directly.
|
||||
|
||||
**Eight families, always in this fixed order:** Create, Add material, Remove, Dress-up,
|
||||
Repeat, Transform, Reference, Modify.
|
||||
|
||||
- A family with at least one applicable verb shows it. Several applicable verbs collapse
|
||||
into a submenu under the family name.
|
||||
- A family with nothing applicable is **shown greyed in place, with the reason** — e.g.
|
||||
*"Create — Click a face or a reference plane in the viewport, then a sketch tool"*. It is
|
||||
not hidden. A control that cannot be used still says what it is and what you would have to
|
||||
do first.
|
||||
- Inside a sketch the offer shows the sketch verbs; outside it shows the feature verbs.
|
||||
|
||||
**Document-level actions never enter the offer**, because they act on the document and not
|
||||
on a selection: Import STEP, Import mesh, Text, SVG, Export STEP, Commit to Plate, Undo,
|
||||
Redo, Variables, Section view, Origin planes, World axes. They live in the toolbar.
|
||||
|
||||
---
|
||||
|
||||
## Keyboard
|
||||
|
||||
Single letters drive sketch tools **while a sketch is open**; Shift+letter drives feature
|
||||
tools and single letters drive view toggles **when no sketch is open**. The two maps are
|
||||
selected by the mode, not by whether a sketch session is running.
|
||||
|
||||
### Sketch (while a sketch is open)
|
||||
|
||||
| Key | Tool |
|
||||
|---|---|
|
||||
| `L` | Line — click start, then end |
|
||||
| `R` | Rectangle — click two opposite corners |
|
||||
| `C` | Circle — click centre, then radius |
|
||||
| `A` | Arc — click start, end, then a point |
|
||||
| `S` | Slot — two centreline ends, then width |
|
||||
| `E` | Ellipse — centre, major end, minor point |
|
||||
| `B` | Spline — click control points |
|
||||
| `P` | Point — click to place |
|
||||
| `G` | Polygon — click centre, then a vertex |
|
||||
| `D` | Dimension — click 2 points or an entity |
|
||||
| `T` | Trim — click a segment to trim it |
|
||||
| `X` | Extend — click a line/arc to extend it |
|
||||
| `O` | Offset — pick an entity, drag the distance |
|
||||
| `M` | Mirror — pick axis, then entities |
|
||||
| `F` | Fillet — pick two lines, set the radius |
|
||||
| `H` | Chamfer — pick two lines, set the distance |
|
||||
| `K` | Constrain — finish the live sketch and enter constrain |
|
||||
| `Q` | Construction toggle — draw the next entity as construction geometry |
|
||||
| `Del` | Delete the selected sketch entity |
|
||||
| `Esc` | Cancel the live tool |
|
||||
|
||||
### Feature (when no sketch is open)
|
||||
|
||||
| Key | Tool |
|
||||
|---|---|
|
||||
| `Shift+S` | Sketch |
|
||||
| `Shift+E` | Extrude — extrude a profile, or push/pull a picked face |
|
||||
| `Shift+R` | Revolve |
|
||||
| `Shift+W` | Sweep |
|
||||
| `Shift+L` | Loft |
|
||||
| `Shift+N` | Pattern |
|
||||
| `Shift+G` | Surface Extrude |
|
||||
| `Shift+J` | Surface Revolve |
|
||||
| `Shift+O` | Surface Loft |
|
||||
| `Shift+Q` | Surface Fill |
|
||||
| `Shift+U` | Surface Offset |
|
||||
| `Shift+V` | Thicken Surface |
|
||||
| `Shift+P` | Plane |
|
||||
| `Shift+A` | Axis |
|
||||
| `Shift+C` | Coord Sys |
|
||||
| `Shift+Y` | Transform |
|
||||
| `Shift+Z` | Mirror |
|
||||
| `Shift+B` | Boolean |
|
||||
| `Shift+X` | Cut |
|
||||
| `Shift+F` | Fillet / Chamfer |
|
||||
| `Shift+D` | Draft |
|
||||
| `Shift+K` | Shell |
|
||||
| `Shift+H` | Hole |
|
||||
| `Shift+T` | Thread |
|
||||
| `Shift+I` | Import STEP |
|
||||
| `Shift+M` | Import mesh |
|
||||
|
||||
### View toggles (single letters, when no sketch is open)
|
||||
|
||||
| Key | Action |
|
||||
|---|---|
|
||||
| `Home` | Axonometric view, fitted to the model |
|
||||
| `P` | Origin planes on/off |
|
||||
| `A` | World axes on/off |
|
||||
| `X` | Section view on/off |
|
||||
|
||||
While the section is on: `PageUp` / `PageDown` move the cut plane, `F` flips which half is
|
||||
kept. With no section on, `F` is Place on Face — lay the picked face flat on the bed.
|
||||
|
||||
---
|
||||
|
||||
## Sketching
|
||||
|
||||
A sketch is a closed (or open) 2D profile on a plane or on a flat face of an existing body.
|
||||
Press `Shift+S`, click the face or plane you want to sketch on, and draw. The toolbar and
|
||||
the offer both carry the sketch tools.
|
||||
|
||||
**Entities:** line, polyline, rectangle (corner / centre / oblique / rounded), circle
|
||||
(centre-radius / 2-point / 3-point), arc (centre-point / 3-point / tangent), ellipse and
|
||||
elliptical arc, polygon (inscribed / circumscribed), slot (straight / arc), spline, point,
|
||||
and text.
|
||||
|
||||
**Editing:** move, rotate, scale, trim, extend, offset, mirror, and linear or polar arrays.
|
||||
|
||||
**Constraints:** coincident, horizontal, vertical, parallel, perpendicular, tangent, equal,
|
||||
concentric, midpoint, symmetric, fix, plus dimensional radius, diameter, distance and angle.
|
||||
The solver reports the remaining degrees of freedom and tells you when a sketch is fully
|
||||
constrained — or when a constraint conflicts with one already there.
|
||||
|
||||
Sketches stay editable. Selecting one in the feature tree reopens it with its dimensions
|
||||
live.
|
||||
|
||||
---
|
||||
|
||||
## Building solids
|
||||
|
||||
Grouped in the toolbar by what they do, one concept per drawer.
|
||||
|
||||
### Add material
|
||||
| Tool | Shortcut | What it does |
|
||||
|---|---|---|
|
||||
| Extrude | `Shift+E` | Extrude a profile, or push/pull a face already on a body |
|
||||
| Revolve | `Shift+R` | Revolve a profile about an axis |
|
||||
| Sweep | `Shift+W` | Sweep a profile along a path — including a helix, for springs and augers |
|
||||
| Loft | `Shift+L` | Skin between two or more profiles |
|
||||
| Thicken | — | Offset a solid face into a thin plate as a new body |
|
||||
| Rib | — | Grow a stiffening wall from an open sketch line, fused to a body |
|
||||
|
||||
Extrude offers blind, symmetric, two-sided, through-all and up-to-face end conditions, plus
|
||||
a draft angle on the side wall, and can add, subtract, intersect or start a new body.
|
||||
|
||||
### Surface
|
||||
Sheet bodies — surfaces with no thickness — for shapes that are easier to build as skins and
|
||||
solidify afterwards.
|
||||
|
||||
| Tool | Shortcut |
|
||||
|---|---|
|
||||
| Surface Extrude | `Shift+G` |
|
||||
| Surface Revolve | `Shift+J` |
|
||||
| Surface Loft | `Shift+O` |
|
||||
| Surface Fill | `Shift+Q` |
|
||||
| Surface Offset | `Shift+U` |
|
||||
| Thicken Surface | `Shift+V` |
|
||||
|
||||
Thicken Surface is how a sheet becomes a printable solid.
|
||||
|
||||
### Dress-up
|
||||
| Tool | Shortcut |
|
||||
|---|---|
|
||||
| Fillet / Chamfer | `Shift+F` |
|
||||
| Draft (taper a face) | `Shift+D` |
|
||||
| Shell | `Shift+K` |
|
||||
| Delete Face | — |
|
||||
|
||||
Delete Face removes faces and heals the solid — useful for stripping a feature off an
|
||||
imported part.
|
||||
|
||||
### Holes
|
||||
**Hole** (`Shift+H`) drills simple, counterbored or countersunk holes, with an ISO/ANSI
|
||||
standards table so you can ask for an M6 clearance hole instead of computing a diameter.
|
||||
**Thread** (`Shift+T`) cuts a real helical thread into a bore or onto a shaft.
|
||||
|
||||
### Placement
|
||||
Operations that move a body without changing its shape: **Transform** (`Shift+Y`),
|
||||
**Mirror** (`Shift+Z`), and **Mate** for assemblies.
|
||||
|
||||
### Combining
|
||||
**Boolean** (`Shift+B`) unions, subtracts or intersects two bodies. **Cut** (`Shift+X`)
|
||||
splits a body with a plane. **Pattern** (`Shift+N`) repeats a body linearly, in a circle, or
|
||||
along a curve.
|
||||
|
||||
---
|
||||
|
||||
## Reference geometry
|
||||
|
||||
Datum features carry no material; they exist to give later features something to attach to.
|
||||
|
||||
- **Plane** (`Shift+P`) — offset, tilted, midplane, tangent, through two edges, or coincident
|
||||
- **Axis** (`Shift+A`) — two points, a face normal, a cylinder centreline, the intersection of
|
||||
two planes, or along an edge
|
||||
- **Coord Sys** (`Shift+C`) — a full frame, from a world point or from a face plus a
|
||||
direction edge
|
||||
- **Helix** — a helical curve to sweep along
|
||||
- **Project** — project a body's edges onto a plane as sketch geometry
|
||||
|
||||
On the Coord Sys tool, picking a direction **edge** is worth the extra click: without one the
|
||||
frame takes its X from the face's first edge, which is deterministic but not necessarily the
|
||||
direction you meant.
|
||||
|
||||
---
|
||||
|
||||
## Assemblies
|
||||
|
||||
**Mate** aligns two coordinate systems and moves one body onto the other. Five kinds:
|
||||
|
||||
| Kind | Leaves free |
|
||||
|---|---|
|
||||
| Fastened | nothing — 6 DOF locked |
|
||||
| Planar | sliding in the plane |
|
||||
| Revolute | rotation about the axis |
|
||||
| Slider | sliding along the axis |
|
||||
| Cylindrical | rotation *and* sliding |
|
||||
|
||||
**Check interference** reports every overlapping pair of solids with the overlapping volume,
|
||||
so a clash is a number rather than an impression. Bodies that merely touch enclose no volume
|
||||
and are not reported.
|
||||
|
||||
---
|
||||
|
||||
## Variables and expressions
|
||||
|
||||
Define named variables and drive dimensions from them. Any numeric field accepts an
|
||||
expression — `width/2`, `wall*3` — and everything re-evaluates on recompute. Change one
|
||||
variable and the whole model follows.
|
||||
|
||||
---
|
||||
|
||||
## Import and export
|
||||
|
||||
**Import STEP** brings in a real B-rep solid, not a mesh: its faces and edges can be filleted,
|
||||
shelled and cut like anything modelled here.
|
||||
|
||||
**Import mesh** (STL/OBJ) converts triangles to a B-rep body and tells you honestly what it
|
||||
got — whether the result is a closed solid or an open shell, with the boundary and
|
||||
non-manifold edge counts. A large mesh becomes a large number of faces, which is slow to
|
||||
edit; the importer warns before you commit to it.
|
||||
|
||||
**Export STEP** writes the model out for another CAD tool.
|
||||
|
||||
**Commit to Plate** sends the solid to Prepare for slicing. The whole feature recipe is saved
|
||||
inside the 3MF, so reopening the project restores the editable model rather than a frozen
|
||||
mesh.
|
||||
|
||||
---
|
||||
|
||||
## View controls
|
||||
|
||||
**Section view** (`X`) hides half the model so you can see inside — `PageUp`/`PageDown` move
|
||||
the plane, `F` flips which half is kept. **Place on Face** (`F`, when section is off) lays a
|
||||
picked face flat on the bed. Origin planes (`P`) and world axes (`A`) can be toggled on while
|
||||
you orient yourself.
|
||||
|
||||
---
|
||||
|
||||
## Known limitations
|
||||
|
||||
Being straight about the edges, so nobody discovers them the hard way:
|
||||
|
||||
- **Rib** needs a sketch containing an explicit open line. A parametric rectangle sketch
|
||||
carries no individual entities, so Rib cannot use one.
|
||||
- **Surface Loft** and **Surface Fill** have kernel tests but have not been exercised by hand.
|
||||
- Card wiring for 9 of the 16 late-wired tools has never been click-tested.
|
||||
- Mate resolves by composing transforms directly. There is no 3D assembly solver, so mates
|
||||
are applied in order rather than solved simultaneously, and mate limits are not implemented.
|
||||
- Move-face and replace-face are not implemented — OCCT offers no clean primitive for them.
|
||||
- There is no automated GUI test in CI. Every behaviour above is traced to code and to a
|
||||
hand pass, not to a synthetic click.
|
||||
|
||||
---
|
||||
|
||||
## Where the code lives
|
||||
|
||||
| Path | Role |
|
||||
|---|---|
|
||||
| `src/libslic3r/CAD/CadDocument.*` | the feature recipe and its replay |
|
||||
| `src/libslic3r/CAD/GeometryEngine.*` | OCCT wrapper — faces, edges, booleans, healing |
|
||||
| `src/libslic3r/CAD/SketchEngine.*` | profile → wire → solid |
|
||||
| `src/libslic3r/CAD/SketchSolver.*` | constraint solving, over the vendored solver |
|
||||
| `src/libslic3r/slvs/` | vendored 2D constraint solver (GPLv3) |
|
||||
| `src/slic3r/GUI/CAD/DesignPanel.*` | the tab: toolbar, cards, feature tree |
|
||||
| `src/slic3r/GUI/CAD/DesignCanvas.*` | viewport integration |
|
||||
| `src/slic3r/GUI/CAD/DesignSketchTool.*` | in-canvas sketching |
|
||||
|
||||
Build with `-DSLIC3R_CAD=ON` (the default). With it OFF the tab is not compiled and the deps
|
||||
prefix matches upstream exactly — see [cad_dependency_weight.md](cad_dependency_weight.md).
|
||||
@@ -1,73 +0,0 @@
|
||||
# Design (CAD) tab — upstream pull request
|
||||
|
||||
## What this adds
|
||||
|
||||
A sketch-first parametric CAD tab inside the slicer. The workflow is direct:
|
||||
sketch → constrain → solid features → commit to plate. The whole feature recipe is
|
||||
persisted inside the 3MF, so reopening restores an editable model rather than a frozen mesh.
|
||||
|
||||
- Kernel: OCCT, which upstream already links for STEP import — see
|
||||
[cad_dependency_weight.md](docs/cad_dependency_weight.md)
|
||||
- Constraint solver: vendored SolveSpace `libslvs` subset
|
||||
- Interaction model: object-driven — point at geometry, the geometry offers the verbs that
|
||||
apply to it; see [cad_ux_guidelines.md](docs/cad_ux_guidelines.md)
|
||||
- Full user-facing documentation: [design_tab.md](docs/design_tab.md)
|
||||
|
||||
## Why it belongs in the slicer
|
||||
|
||||
Every round trip through an external CAD tool costs a file export, a re-import, and the
|
||||
design intent that both steps discard. A part modified after slicing should return to its
|
||||
feature history, not to a mesh. Keeping the CAD model inside the slicer preserves that
|
||||
loop — the nozzle diameter, the build volume and the material are known at design time.
|
||||
|
||||
For the integration case in full: [design_tab_upstream_portability.md](docs/design_tab_upstream_portability.md).
|
||||
|
||||
## How it is built
|
||||
|
||||
The `SLIC3R_CAD` CMake flag (default ON) gates the entire tab. With it OFF the tab is not
|
||||
compiled and the deps prefix matches upstream exactly — the dependency diff is one line in
|
||||
OCCT's CMake: `BUILD_MODULE_ModelingAlgorithms=OFF → ON`.
|
||||
|
||||
Measured cost table: [cad_dependency_weight.md](docs/cad_dependency_weight.md).
|
||||
|
||||
## Diff shape
|
||||
|
||||
<!-- fork-specific: measured against this fork's upstream base; re-run the commands above after mirroring -->
|
||||
|
||||
Against merge-base `d6cb667b894f`:
|
||||
|
||||
306 files changed, 83032 insertions(+), 777 deletions(-)
|
||||
|
||||
350 commits, of which 284 are new files and 37 modify upstream files. 99.3 % of the diff
|
||||
is new code. The negotiable surface is the 37 modified files.
|
||||
|
||||
## Tests
|
||||
|
||||
205 `TEST_CASE` blocks across 6 new test source files. This counts assertions written, not
|
||||
assertions passed — a run needs a build.
|
||||
|
||||
`scripts/CAD/run-kernel-tests.sh` is the headless verification contract: it builds only
|
||||
`libslic3r_tests` (not the GUI app), needs no display, and exit 0 means the CAD suite
|
||||
passed. It now runs with **no exclusions** — both cases that used to be quarantined (the
|
||||
circle-line tangency solver abort and the internal-thread reference) are fixed.
|
||||
|
||||
## Licensing
|
||||
|
||||
The vendored solver in `src/libslic3r/slvs/` is **GPL-3.0** (see `src/libslic3r/slvs/LICENSE`),
|
||||
not LGPL. The combined work is distributable under AGPL-3.0. See the Licensing section of
|
||||
[design_tab_upstream_portability.md](docs/design_tab_upstream_portability.md) for the
|
||||
AGPLv3/GPLv3 compatibility argument; this point should be confirmed with upstream explicitly.
|
||||
|
||||
## Not verified
|
||||
|
||||
- Card wiring for 9 of the 16 late-wired tools was never click-tested.
|
||||
- There is no automated GUI test in CI. A green kernel run says nothing about the GUI —
|
||||
synthetic clicks never drift, so the test suite and the viewport are two separate realities.
|
||||
- The click-test defect rate has **not converged**: a second pass found no new defects, but
|
||||
four further days of work found five more. The earlier pass is not evidence of stability.
|
||||
|
||||
## Reviewer's map
|
||||
|
||||
See the [Where the code lives](docs/design_tab.md#where-the-code-lives) table in the user
|
||||
doc for the file-to-role mapping, and [docs/ux/tool_atlas.json](docs/ux/tool_atlas.json) as
|
||||
the generated-from source of `src/slic3r/GUI/CAD/DesignOffer.hpp`.
|
||||
@@ -1,162 +0,0 @@
|
||||
# Design (CAD) tab — upstream integration brief
|
||||
|
||||
**Question:** can the Design tab (sketch-first parametric CAD: sketch → constrain →
|
||||
extrude/revolve/fillet/hole/thread/shell, multi-body, undo, 3MF persistence) land in
|
||||
mainline OrcaSlicer?
|
||||
|
||||
**Answer: yes, and the ask is far smaller than previously believed.** OCCT is *already*
|
||||
an OrcaSlicer dependency. We are not asking upstream to adopt a new library; we are
|
||||
asking it to widen one it already builds, at a measured cost of **3.77 MiB on Windows**.
|
||||
|
||||
> ### Corrections to the 2026-06-21 assessment
|
||||
> That revision was written before the persistence work landed and got two load-bearing
|
||||
> facts wrong. Both are corrected here from direct measurement of the branch:
|
||||
>
|
||||
> 1. **"The real blocker: OCCT … a dependency mainline OrcaSlicer has never carried."**
|
||||
> **False.** `deps/OCCT/` exists at the merge-base and upstream links it from
|
||||
> `Format/STEP.cpp`, `Format/svg.cpp`, and `Shape/TextShape.cpp`. Our entire
|
||||
> dependency diff is **one line**: `BUILD_MODULE_ModelingAlgorithms=OFF → ON`.
|
||||
> 2. **"vendored SolveSpace solver … LGPL."** **False.** `src/libslic3r/slvs/LICENSE` is
|
||||
> **GPL-3.0**, not LGPL. This is fine (see Licensing) but must not be misstated.
|
||||
>
|
||||
> It also claimed "no changes to Model" — no longer true; 3MF recipe persistence adds one
|
||||
> `std::string` to `Model`.
|
||||
|
||||
## Measured shape of the change
|
||||
|
||||
Against merge-base `449a4cf9fc` (34 commits ahead):
|
||||
|
||||
| | files | lines |
|
||||
|---|---:|---:|
|
||||
| **New files** | 138 | +61,720 |
|
||||
| **Modified upstream files** | 23 | +457 / −75 |
|
||||
| **Deleted upstream files** | 0 | — |
|
||||
|
||||
The 62 kLOC headline is inflated by localization. The feature itself:
|
||||
|
||||
| area | LOC | files |
|
||||
|---|---:|---:|
|
||||
| kernel (`src/libslic3r/`) | 15,828 | 37 |
|
||||
| GUI (`src/slic3r/`) | 19,544 | 14 |
|
||||
| tests (Catch2) | 2,567 | 6 |
|
||||
| i18n (unrelated; strip from the CAD PR) | 23,438 | 77 |
|
||||
|
||||
**99.3 % of the diff is new files.** The negotiable surface is 457 added lines across 23
|
||||
files, and nothing upstream is deleted. The largest single hook is `GLCanvas3D.cpp`
|
||||
(+110/−2): an `m_design_sketch_tool` member plus render/mouse/key hooks, **every one
|
||||
already null-guarded** — which is why the compile-time gate below is cheap.
|
||||
|
||||
No changes to the slicing pipeline (Print/PrintObject/Layer/GCode), Tab, or the
|
||||
printer-profile/config system.
|
||||
|
||||
## The dependency ask, precisely
|
||||
|
||||
Not "adopt OCCT" — **widen the existing OCCT build**:
|
||||
|
||||
```diff
|
||||
- -DBUILD_MODULE_ModelingAlgorithms=OFF
|
||||
+ -DBUILD_MODULE_ModelingAlgorithms=ON
|
||||
```
|
||||
|
||||
Cost, measured from the shipped Windows artifact (42 OCCT DLLs, 45.43 MiB total):
|
||||
|
||||
| toolkit | size | note |
|
||||
|---|---:|---|
|
||||
| `TKFillet.dll` | 2.02 MiB | only exists with the flag ON |
|
||||
| `TKOffset.dll` | 1.75 MiB | only exists with the flag ON |
|
||||
| **delta** | **3.77 MiB** | Windows only (OCCT is Shared on Win, Static elsewhere) |
|
||||
|
||||
`TKBool` is *not* part of the delta — upstream's `DataExchange` already pulls it in
|
||||
transitively. On macOS/Linux OCCT links statically, so the cost is only the code actually
|
||||
referenced, not a 3.77 MiB floor.
|
||||
|
||||
**Unmeasured, and we should measure before the call:** clean-deps build-time delta with
|
||||
the flag ON vs OFF, and the resulting CI runner-minute cost. Do not guess these at him.
|
||||
|
||||
## Licensing
|
||||
|
||||
- Vendored solver `src/libslic3r/slvs/` — **GPL-3.0**, 9,339 LOC, © Jonathan Westhues,
|
||||
a self-contained subset of SolveSpace (`libslvs`). No external dependencies.
|
||||
- OrcaSlicer — **AGPL-3.0** (`LICENSE.txt`).
|
||||
|
||||
GPLv3 §13 expressly permits combining a GPLv3 work with an AGPLv3 work; AGPLv3 §13 grants
|
||||
the converse. The combined work is distributable under AGPL-3.0 with the solver's GPLv3
|
||||
terms preserved. This is a favourable direction (GPLv3 → into an AGPLv3 project), but it
|
||||
is a point to **confirm explicitly with upstream**, not to assert unilaterally.
|
||||
|
||||
Open question for SoftFever: keep the solver **vendored** (current: pinned, no submodule,
|
||||
no external build) or move it to `deps/` as a fetched external? Vendoring costs us
|
||||
upstream-sync burden; `deps/` costs build complexity.
|
||||
|
||||
## The one irreversible decision: the 3MF format
|
||||
|
||||
Persistence adds an **optional** archive entry and one field:
|
||||
|
||||
```cpp
|
||||
// Model.hpp
|
||||
std::string cad_recipe; // empty for non-CAD projects
|
||||
```
|
||||
|
||||
```
|
||||
Metadata/orca_cad.bin // written only when cad_recipe is non-empty
|
||||
```
|
||||
|
||||
Readers that do not know the entry ignore it; writers skip it entirely when empty. So
|
||||
existing projects are bit-identical and old readers are unaffected. Good.
|
||||
|
||||
**But the moment upstream ships this, it owns forward-compatibility forever.** Three
|
||||
things should be settled *before* the first release, because none can be changed after:
|
||||
|
||||
1. **Name.** Renamed to `Metadata/orca_cad.bin`.
|
||||
2. **Encoding.** The recipe is an opaque **cereal `PortableBinaryArchive`** blob whose
|
||||
layout is the field order of `CadFeature::serialize`. Portable across endianness and
|
||||
word size — *not* across a field reorder. Append-only is currently a convention held by
|
||||
discipline, not by any check.
|
||||
3. **Embedded BRep.** `Import` features embed OCCT's ASCII BRep for the imported solid,
|
||||
which couples saved project files to an OCCT BRep revision. Alternative: re-import from
|
||||
the source STEP and store only a reference. Worth deciding deliberately.
|
||||
|
||||
**Concrete gap we should close before the call.** `test_caddocument.cpp` covers the
|
||||
in-memory round-trip and correctly refuses a version-999 blob — but there is **no
|
||||
checked-in v1 fixture on disk**. A reordered field in `CadFeature::serialize` would pass
|
||||
the entire suite while silently breaking every previously-saved project. Ship a golden
|
||||
`.bin` fixture generated today plus a test that loads it; that is the only thing that will
|
||||
hold the format still once real users have files.
|
||||
|
||||
## Proposed PR decomposition
|
||||
|
||||
35 kLOC in one PR is not reviewable. Behind the flag, slices 1–4 are behaviour-neutral for
|
||||
existing users:
|
||||
|
||||
1. **Build gate + OCCT flag + Windows packaging guard.** `-DSLIC3R_CAD=ON/OFF`, default
|
||||
**OFF**. Flips `ModelingAlgorithms=ON`. Includes the guard that asserts every linked
|
||||
OCCT toolkit has a shipped DLL (already on both forks: `546cef5f42`). ← *this is what
|
||||
makes SoftFever's "parallel build" a one-line CI matrix entry.*
|
||||
2. **Vendored `slvs` solver** + its Catch2 tests. No GUI, no OCCT.
|
||||
3. **CAD kernel** (`CadDocument`, `SketchEngine`, `GeometryEngine`, `Sketch*`) + kernel
|
||||
tests. Headless, no GUI.
|
||||
4. **3MF recipe persistence** + golden-fixture regression test.
|
||||
5. **GUI Design tab** (`DesignPanel`, `DesignCanvas`, `DesignSketchTool`, `GLGizmoSketch`)
|
||||
+ the 23 upstream hooks.
|
||||
|
||||
## Agenda for the call
|
||||
|
||||
Questions only SoftFever can answer:
|
||||
|
||||
- Does OrcaSlicer *want* to be a CAD-integrated slicer? (Strategic; everything else is mechanical.)
|
||||
- Default of `SLIC3R_CAD` at merge time, and when it flips ON.
|
||||
- Vendored solver vs `deps/` external; and confirmation of the GPLv3/AGPLv3 combination.
|
||||
- Project-file format: neutral name, encoding, embedded-BRep policy, and who owns v1 forward-compat.
|
||||
- Undo/redo: the Design tab has its own stack; integrate with Orca's snapshot system or keep separate?
|
||||
- Does he want the i18n work (Romanian, +23 kLOC) as a wholly separate PR? (Yes, almost certainly.)
|
||||
|
||||
## Verdict
|
||||
|
||||
Portability **high**. The prior "does upstream want OCCT" framing was wrong — OCCT is
|
||||
already there. What remains is a 3.77 MiB dependency widening, a compile-time gate that
|
||||
the existing null-guards make cheap, and one file-format decision that must be made before
|
||||
the first release rather than after.
|
||||
|
||||
---
|
||||
*Revised 2026-07-10 from direct measurement of `cad-mainline` @ `546cef5f42` vs upstream
|
||||
merge-base `449a4cf9fc`. Supersedes the 2026-06-21 read-only assessment.*
|
||||
@@ -1,144 +0,0 @@
|
||||
# Design tab — interaction model
|
||||
|
||||
The contract for Esc, the right mouse button, and the states between them. Code that changes any
|
||||
of the three changes this file in the same commit.
|
||||
|
||||
## 1. The state machine
|
||||
|
||||
`src/slic3r/GUI/CAD/DesignInteraction.hpp` — a four-level LIFO stack. The enum value *is* the
|
||||
depth, so "which level does this press belong to" is a comparison rather than a chain of
|
||||
special cases spread over three files.
|
||||
|
||||
```cpp
|
||||
enum class CadLevel : int {
|
||||
Idle = 0, // nothing transient is up: Esc clears the selection
|
||||
Tool = 1, // a feature card / armed sketch tool / constrain session: Esc exits it
|
||||
Gesture = 2, // an uncommitted delta (entity being drawn, body being dragged): Esc reverts it
|
||||
Transient = 3, // a value field or a popup menu: Esc closes just that
|
||||
};
|
||||
|
||||
struct CadInteractionState { // the four bits routing actually needs
|
||||
bool value_field_open{false};
|
||||
bool gesture_active{false};
|
||||
bool tool_armed{false};
|
||||
bool has_selection{false};
|
||||
};
|
||||
|
||||
constexpr CadLevel cad_escape_level(const CadInteractionState& s)
|
||||
{
|
||||
if (s.value_field_open) return CadLevel::Transient;
|
||||
if (s.gesture_active) return CadLevel::Gesture;
|
||||
if (s.tool_armed) return CadLevel::Tool;
|
||||
return CadLevel::Idle;
|
||||
}
|
||||
```
|
||||
|
||||
The rule is a `constexpr` free function over a POD, not a method on the panel, so the ordering
|
||||
that is the entire contract is checkable without a window, a GL context or an event loop. Five
|
||||
`static_assert`s in the header do exactly that, at compile time.
|
||||
|
||||
**Strict invariant.** No level of Esc deletes a feature, discards a sketch that holds geometry,
|
||||
or rolls history back. Destroying work needs a gesture that says so:
|
||||
|
||||
| To destroy | Gesture |
|
||||
|---|---|
|
||||
| a feature | Delete / Backspace on an explicit selection |
|
||||
| a drawn sketch | the ribbon's ✗ Cancel, which asks first |
|
||||
| the last committed change | Ctrl+Z |
|
||||
|
||||
## 2. Event routing
|
||||
|
||||
**`OnKeyDown(WXK_ESCAPE)`** — `DesignPanel`'s `wxEVT_CHAR_HOOK`, one line:
|
||||
|
||||
```cpp
|
||||
if (key == WXK_ESCAPE) { escape(); return; }
|
||||
```
|
||||
|
||||
Every Esc in the tab goes through it, whatever holds focus. `DesignPanel::escape_level()` answers
|
||||
the four questions of `CadInteractionState` about this panel; `DesignPanel::escape()` acts on the
|
||||
one level that answer names, and on no other:
|
||||
|
||||
| Level | What one press does | What it must not touch |
|
||||
|---|---|---|
|
||||
| `Transient` | close the value field (`cancel_value` / `inline_cancel`) | the tool, which stays armed |
|
||||
| `Gesture` | drop the clicks of the entity being drawn, or put a moved body back at the pose it had when the gizmo appeared | everything already committed |
|
||||
| `Tool` | discard a feature card's *candidate*; drop an armed sketch tool to Select; end Constrain | committed features; entities already drawn |
|
||||
| `Idle` | clear the selection (model and sketch); leave a sketch session **only if it is empty** | a sketch holding geometry — it is left through Finish or Cancel |
|
||||
|
||||
A sketch *session* is deliberately not a `Tool`. It is the environment the Idle level lives in,
|
||||
which is what makes the destructive path unrepresentable rather than merely unlikely.
|
||||
|
||||
**`OnRightDown` / `OnRightUp`** — `DesignCanvas::set_on_context_menu`, bound after `GLCanvas3D`'s
|
||||
own handlers so it can consume the event before them:
|
||||
|
||||
```cpp
|
||||
RIGHT_DOWN: remember the press position and the clock, then Skip() // the canvas still seeds the orbit
|
||||
|
||||
RIGHT_UP: terminated = sketch_tool.take_right_consumed(); // read-and-clear, always
|
||||
is_click = drift <= 3 px && dt <= 200 ms; // both budgets, or it was navigation
|
||||
if (callback && !terminated && !inline_busy && is_click) {
|
||||
select_at_screen(press.x, press.y); // raycast at the PRESS, not the release
|
||||
on_context_menu(ClientToScreen(press));
|
||||
return; // consumed
|
||||
}
|
||||
Skip(); // orbit / pan / the handlers underneath
|
||||
```
|
||||
|
||||
Two independent budgets because the two failure modes are independent: drift alone still popped a
|
||||
menu at the end of a slow, careful orbit. `take_right_consumed()` is how a right-click that
|
||||
already meant something to the armed sketch tool (terminate a chain, drop an edit-op) declines to
|
||||
also mean "open a menu".
|
||||
|
||||
## 3. Transition table
|
||||
|
||||
`sel` = something is picked. Blank = the input does nothing at that state.
|
||||
|
||||
| State | Left-click | Right-click | Esc | Enter |
|
||||
|---|---|---|---|---|
|
||||
| **Idle — model view** | pick / escalate the pick | offer menu for what is under the cursor | clear the selection | — |
|
||||
| **Idle — sketch, empty** | pick | sketch offer menu | leave the session (nothing to lose) | Finish sketch |
|
||||
| **Idle — sketch, drawn** | pick | sketch offer menu | clear the selection; status says the sketch is kept | Finish sketch |
|
||||
| **Tool — feature card** | pick the card's next reference | offer menu | discard the candidate, close the card | commit the feature |
|
||||
| **Tool — sketch tool armed** | place the first point | drop the tool to Select | drop the tool to Select | — |
|
||||
| **Tool — constrain** | pick an entity | offer menu | end the session | apply |
|
||||
| **Gesture — drawing** | place the next point | terminate the chain (keep what is drawn) | drop the in-progress entity, tool stays armed | commit the entity as drawn |
|
||||
| **Gesture — moving a body** | drop the body here | end the move | revert to the pose at move-start | keep the placement |
|
||||
| **Transient — value field** | — | — | close the field, tool stays armed | commit the value, advance the chain |
|
||||
| **Transient — popup menu** | run the entry | — | close the menu | run the highlighted entry |
|
||||
| **any** | — | — | *never* deletes, discards or rolls back | — |
|
||||
|
||||
Right-hold-and-drag is not in the table on purpose: past 3 px or 200 ms it is navigation, and
|
||||
navigation does not transition the state machine.
|
||||
|
||||
## 4. Visual scaffolding
|
||||
|
||||
Entering a sketch changes three things at once, so the state is legible from across the room:
|
||||
|
||||
- **Banner.** A teal strip across the top of the viewport: `Editing: Sketch N · N = look normal to
|
||||
the plane · Finish or Cancel in the toolbar`. Indicator only — Confirm and Cancel stay on the one
|
||||
ribbon action bar, per the Design UX contract. It is a sibling above the canvas, not a floating
|
||||
child over it: a child window over a `wxGLCanvas` is a native window on GTK and does not reliably
|
||||
stack over GL, and this banner's job is to be unmissable rather than clever.
|
||||
- **The printer bed is muted.** A plate grid and a sketch grid are the same visual language, and
|
||||
reading one as the other is how a sketch gets drawn against the wrong reference. The view
|
||||
checkbox remains the stored preference and is restored on the way out; ticking it mid-sketch
|
||||
still shows the bed, because that is a deliberate act and this is only a default.
|
||||
- **`N` looks normal to the plane**, keeping the current zoom, with the plane's own y axis as up.
|
||||
Sketch key map only — in Feature mode the navigator orb owns orientation.
|
||||
|
||||
## 5. Context menu content
|
||||
|
||||
The offer is generated from `docs/CAD/ux/tool_atlas.json`; its 8-row shape and permanent row
|
||||
indices are ratified and are not changed here. Checked against the per-context vocabularies asked
|
||||
for in the 2026-09-05 interaction brief, the atlas already carries all of them except two, both on
|
||||
a planar face:
|
||||
|
||||
| Asked for | Status |
|
||||
|---|---|
|
||||
| Revolve on a planar face | **not offered, and should not be**: `revolve` accepts `sk_loop` only, because the kernel takes a sketch profile — a face is not one |
|
||||
| Offset Face | offered as **Thicken** (`thicken`, accepts `face_planar`); `surf_offset` is the sheet-body verb and accepts `body_sheet` |
|
||||
|
||||
View and document actions — Zoom to Fit, View Isometric, Clear Selection, Finish Sketch, Normal to
|
||||
Sketch — stay in chrome by the atlas's own rule: the offer describes verbs that consume a
|
||||
*selection*, and these act on the document or the camera. Esc covers Clear Selection, `N` covers
|
||||
Normal to Sketch, and the ribbon covers Finish.
|
||||
|
Before Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 7.3 KiB |
|
Before Width: | Height: | Size: 7.6 KiB |
|
Before Width: | Height: | Size: 8.4 KiB |
|
Before Width: | Height: | Size: 7.2 KiB |