> Distance is ideally user-variable. When you build an object, sometimes you 
> want very dense spacing because you want a very strong object, and sometime 
> you dont care so you space it very widely. 

I absolutely love this idea of a space filling algorithm, that would be a 
massive advantage…
I recall STL softwares building automatic supports, but haven't heared of 
strategies for dealing with solids…
Ran into this problem quite a few times myself ;')

> 
> Another odd quirk is that its actually better to have the hatching lines not 
> be parallel.  Printed objects are stronger with solid walls. So, suppose you 
> have inner fill lines that are space 3mm apart. what you want, is for the 
> lines to always end up very close together near the walls, but be further 
> apart in the center.

For sure.
This wouldn't be too difficult to pull of… just offset the slice following some 
gaussian fall-off, right?

> >Yes, given a high level precision of the machine ( where machine_precision < 
> >tesselation_error ) it sure could be interesting…
> Also, it would be less imposing on your hardware controllers, right?
> 
> Definitely. as an example, I created a circle with diameter 2 inches, and 
> exported it to STL with tolerance of 0.001.  The resulting file was 450 lines 
> of G01 moves. My machine's precision is probably on this same order: accuracy 
> 0.0005 but precision 0.001 due to backlash.  of course the g02 move for the 
> same motion was 1 line of code.  

Funny…

> >You did see that we paralleled your slicer, right?
> No i didnt notice that, but i do now. I see you used BRepAlgo_Section, which 
> i suspect works must faster than my method. I ended up giving up trying to 
> use BRepAlgo_Section because I couldnt find a good way to assemble the 
> resulting compound back into something i could work with. For example, 
> testing a point to see if it is 'inside' or outside a face, etc is easier 
> when i have a first-class face instead of a compound.

Its amusing to see it run on a 8-core machine ;')
Also, the display.DisplayShape( some_brep, update=False) got a new update 
keyword, accepts iterables.
 If you add lots and lots of geometry, this speeds up things _dramatically_ ;')

> Thank you for your help and samples below.  I will definitely make you guys a 
> part when i get it done!

Weeeeeeeeeeeeeeeeh!
Cool! I'm amazed by the precision of your machine, is that is RepRap machine?
Amazing project Dave!

-jelle


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