teepee changed the topic of #openscad to: OpenSCAD - The Programmers Solid 3D CAD Modeller | This channel is logged! | Website: http://www.openscad.org/ | FAQ: https://goo.gl/pcT7y3 | Request features / report bugs: https://goo.gl/lj0JRI | Tutorial: https://bit.ly/37P6z0B | Books: https://bit.ly/3xlLcQq | FOSDEM 2020: https://bit.ly/35xZGy6 | Logs: https://bit.ly/32MfbH5
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<gunnbr_> status?
<othx> Gthx.NET version 2.25 2022-05-30: OK; Up for 5 minutes, 53 seconds; mood: pretty good.
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<gbruno> [github] fredOnGitHub opened issue #4276 (Windows 11 ctrl shift d uncomment doesn't work) https://github.com/openscad/openscad/issues/4276
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<lf94> InPhase: you mentioned awhile ago about how to have smooth curves when using the least lines, and it had something to do with an inner angle...
<lf94> Is there a resource you could point me to?
<InPhase> Yeah, I had made a demo of that just last week. Let me dig that out.
<InPhase> lf94: There it is: https://bpa.st/PHJA
<InPhase> lf94: Now note that example is not "smooth" because it's an extruded layer demo, but it shows the math of equal angular spacing.
<InPhase> The one close to the origin is equal angle, and the other is equal z-step.
<lf94> Is this an arc of a circle?
<lf94> (one quarter)
<InPhase> Yes.
<lf94> My graphics brain is rusty; it's been a few months
<InPhase> The same principle exists for any shape really, but the math gets trickier with arbitrary shapes. :)
<lf94> "equal angular spacing"
<lf94> is that what it's called?
<InPhase> For the circle case, yeah. One could also call it equal arc lengths.
<lf94> Why "sin(1)/100"
<lf94> What is overlap?
<InPhase> For an arbitrary curve you would want equal spacing along the curve, which would need some more elaborate computation to determine, possibly even doing it numerically. I think I did a demo of that once in the past, but don't know where that one is.
<InPhase> Oh, that's for the linear extrude needing an overlap amount.
<InPhase> It's the epsilon.
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<InPhase> Really the critical step is just iterate over angle or an integer that you map to angle, then determine x and y (or x and z) coordinates from that, rather than doing the z-step directly as the iteration.
<InPhase> That part is really simple and straightforward. Most of the rest of that junk was just stuff I added in to make each layer line up exactly how I wanted it.
<InPhase> If you're generating points, then you can skip most of that.
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<InPhase> If we get data = render() implemented I can redo a demo of this using that feature and obtaining pure smoothness. :)
<InPhase> implemented/merged
<lf94> I still dont get it
<lf94> XD
<lf94> I can easily generate equal spacing no?
<lf94> hm, maybe not
<lf94> ok maybe I get it...
<lf94> I thought when you generate points they are always equal distance on the curve
<lf94> I guess not?
<InPhase> Yeah, they are not.
<InPhase> Although note that for printing purposes, a vertically aligned curve will end up sliced as layer lines anyway.
<InPhase> So in many cases it doesn't matter. But for aesthetics or cases where it's too expensive to put the step at the layer line step, angular spacing is a bit nicer.
<InPhase> display aesthetics, that is
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<othx> J1A84 linked to YouTube video "Smooth Operator (Remastered)" => 1 IRC mentions
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<lf94> InPhase: my main concern is using the least lines as possible to create a smooth curve
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<lf94> Getting back to printing tonight :)
<lf94> (I moved to my new house finally)
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<InPhase> lf94: Truly efficient smooth curves work best with ClosePoints.
<lf94> ClosePoints?
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<InPhase> J1A84: Looks like lmgtfy is still offline.
<InPhase> lf94: Instead of SDF, defining a surface tracing function. :) It's bundled with some helper functions to make it easier, although some of them are very easy to just write down.
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<lf94> that's what I'm looking to do now with replicad...
<lf94> (open cascade)
<lf94> I'm kind of leaning back to b-rep these days
<lf94> In the end I dunno what to do. It's like b-rep is good for some things and f-rep for others
<lf94> It'd be great to merge them
<lf94> Or at least offer one language interface.
<lf94> Maybe I'll write a curv-to-(openscad, replicad) transpiler
<lf94> This would kind of eliminate my problem
<lf94> And then you tag portions of the code which go out and get compiled by respective tools