Old version didn't support tabs - now there's a tab called Blender CAM
where we can add various usefull tools.
now there are:
booleans
intarsion
overcuts
Silhouette offset (works also for meshes)
remove doubles
I will welcome if this gets added to docs ;)
Generates overcuts on a curve.
- inner, or also outer polygons.
-has threshold for angles to consider
the overcuts are optimal - done so that the radius of the cutter only
touches the corner, but doesn't go behind it.
this optimizes chunk sorting a bit, by not iterating over too many
children - some chunks could be checked many times.
For parallel operations with layers, this fixes something that was
rather a bug - because too many relations were created and this could
lead to exponential computation times relative to count of layers.
the memory limit is a new feature, preventing crashes when ppl. e.g.
compute path on the default size obects, and also any other cases with
non-exact mode.
otherwise, big, happy removal of polygon library residues. This library
is NO logner a dependency of blender CAM. Shapely library works far
better in most cases. Sometimes it's slower but this can be compensated
with optimizations almost always quite easily.
Infinite loop was caused by don't merge paths option. This option can
cause chunks to intersect, and then seemed for the algorithm as one
inside each other, thus causing a parent-child loop.
Important to mention is the fact, that don't merge outlines is an exotic
option which is there ONLY for milling PCB's,...
bridges code had some really stupid redoing - it was getting the bridges
polygon for EACH chunk which was supposed to be computed... this proves
again my old rule - if I write something very badly , I can then enjoy
optimizations by several hundred percent :)
the way curvers are subdivided before voronoi processing matters - lines
are now subdivided from both ends, to get same distances to the corner,
this makes carving of shapes with straight vectors much better.
with a better voronoi, this would be what it's supposed to be. Now with
V-carve tool it allready looks ok for first test, however always with a
tuning parameter, to not have many short lines in the voronoi graph.
optimized pack algo, works same speed as with polygon or a bit faster.
Did this mainly to learn how to optimize shapely code a bit to get
better faster results...
-new function for filtering shapely geometry(not needed in the end, but
present...)
-pocket with distance of paths larger than cutter radius - doesnt work
as it used to, needs to be recoded, but by now, it at least DOES
something and doesnt crash....I need to rethink this.
There is a bug in the way chunks are sorted. Did not find the source of
the problem but found a temporary solution which is to not to sort the
remainding chunks. Looks like its at the most 3 chunks that don't get
sorted based on the test cases tried. Only seems to happen on
complicated patterns.
this commit might brake stuff, but it was very needed, to eradicate the
old and not updated Polygon Library with the Shapely lib, which gets
developed more actively.
Lots of functions changed, but so far, things look good, so I commit.
Polishing and deleting old functions come after this.
new bridge implememtation:
bridges are generated from a group of curves, which define bridge
borders. This works much better than the old implementation, where auto
bridges didn't work well with other features like ramps, multiple
outlines.
Do not need repeated "uncut area" warnings
-thanks to "RusticSignDesign" for this fix. Sorry for late pulling, I didn't actually know how to do that :)