Working on better pocketing algorithm, because old one was not perfect and I was not satisfied with the filling strategy, so decided to replace it with something more reliable. Prior version used ray casting algorithm for polygon hit-testing, which is now replaced with winding algorithm, which shows better precision and can be faster than ray casting, becauseit has less calculation in it, just a bunch of if-else actually. Here is some complex shape with tiny arcs (these are really pain in ... when ray casting) filled with points, all of these points are checked with winding algo:
Discussions
Become a Hackaday.io Member
Create an account to leave a comment. Already have an account? Log In.