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OrcaSlicer/docs/design/mate-connectors/bear_glyph_table.h
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Tommaso BianchiandClaude Opus 5 b4d6abc57a Design: draw the mate connector as a bear face, with the disc kept behind a preference
Tommaso's decision (snaporca-x0kd): face orientation is hardwired perception -- a toddler reads
a face's roll and verse with no instruction -- so the connector is a face by default and the
conventional disc + roll quadrant stays, selectable, for users who expect it.

  Preferences > Control > Camera > "Draw mate connectors as a face", default ON, key
  design_connector_face_glyph. Read every frame rather than latched, so toggling takes effect on
  the next repaint -- a look you cannot A/B without restarting will not get compared. Verified on
  the rig: unchecking it switches the viewport to the disc live, no restart.

WHY A RELIEF AND NOT A DRAWING. A flat face in the connector's plane foreshortens by
sin(elevation) and collapses at a grazing view exactly like the quadrant it replaces -- measured,
the quadrant falls 89 -> 20 -> 3 -> 0 lit pixels from 47 degrees to edge-on. The relief does not:
its silhouette carries the information. So the glyph is a small shaded solid, painter-sorted,
lambert-shaded against a light fixed in CAMERA space so orbiting does not swing the shading.

THE MUZZLE, AND THE MISTAKE THAT NEARLY LOST IT. It is the only feature standing along +Z, so it
says which way the connector points and it is all that survives edge-on. Two errors on the way:

  1. I built its footprint from height*tan(draft) and got a needle. The real base OVERHANGS the
     crest at both ends (0.062 nose, 0.034 tail) and that overhang is what makes it a wedge. Base
     now lifted straight off the mesh.

  2. Worse, I chased fidelity. Scaled honestly the ridge is 11.3 mm on an 83.3 mm face -- 13.6 %
     of the width -- and at 22-48 px that is a scratch. Tommaso looked at it and could not find
     the muzzle at all, which is the only test that counts. A glyph is a symbol, not a scale
     model, so it now gets two deliberate exaggerations, and COLOUR does most of the work:
     muzzle share of lit pixels at 90/16/6 deg -- body tone 14.8/11.3/17.5 %, accent gold
     18.3/19.2/23.9 %, accent gold at 1.8x width 23.5/25.2/31.2 %.

  The accent is the same gold the disc spends on its roll quadrant, so it stays this tab's "here
  is the direction that matters" colour. Polarity is still on the Z arrow's head; nothing collides.

A connector whose ROLL COULD NOT BE DERIVED keeps the disc treatment whatever the preference says.
A face asserts a definite orientation, and asserting one for a roll that was never derived is the
same confident lie that got billboarding rejected.

Geometry is emitted from the part by docs/design/mate-connectors/emit_glyph_table.py, not
hand-drawn, so glyph and printed connector cannot drift: 12-vertex outline, two eyes, chin bar,
cheek dot, and the snout wedge. Crest 29.0 mm / 6.58 mm drop / 13.1 deg against the review's
28.3 / 6.61 / 13.1 on the B-rep.

Also fixes extract_outline.py, which walked w.Edges: OCC returns them in storage order, not ring
order, ignoring per-edge orientation, so the outline was scrambled -- 45 points and perimeter
6.380 where a clean ring gives 31 and 3.335. Every measurement in the design notes was re-run.
The correction reversed one earlier finding: handedness does NOT read on its own (5.4/8.0/9.1 %
different from its mirror, not the 32-35 % the scrambled ring produced), so the cheek dot is
required rather than merely nice.

RIG-VERIFIED on Xvfb :12 against a 60x40x10 box with a face+edge connector: the face renders with
both eyes, ears, chin bar, cheek dot and a gold muzzle standing proud; the Z arrow degenerates to
its ring when viewed down the axis; and the preference switches to the disc live.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-16 18:26:50 +02:00

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1.4 KiB
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// 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 (snaporca-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},
};