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Solvespace Library (python): fix work plane normal (by Felix)
Hello,
I am using the python_solvespace module to do some low level geometry.
As a first test I created a work plane from an origin point and a normal direction. On this plane, I created some geometry. Additionally, I also created some geometry outside of the work plane in 3D space and constrained both sets of geometry to another. (The idea behind this was, that I wanted to create 2d geometry in 3d space.)
This works fine in principal, but when solving, it seems that the normal direction of the work plane is changed.
Is there a way to fix the orientation of the work plane, so that it stays the same? I tried to apply a "WHERE_DRAGGED" constraint on the normal, but this constraint cannot be applied to a normal entity.
Is there any documentation out there, describing the library in detail?
I am using the python_solvespace module to do some low level geometry.
As a first test I created a work plane from an origin point and a normal direction. On this plane, I created some geometry. Additionally, I also created some geometry outside of the work plane in 3D space and constrained both sets of geometry to another. (The idea behind this was, that I wanted to create 2d geometry in 3d space.)
This works fine in principal, but when solving, it seems that the normal direction of the work plane is changed.
Is there a way to fix the orientation of the work plane, so that it stays the same? I tried to apply a "WHERE_DRAGGED" constraint on the normal, but this constraint cannot be applied to a normal entity.
Is there any documentation out there, describing the library in detail?
(no subject) (by Paul)
Assuming the library works like solvespace itself, you could put the normal in one group and the rest in a later group. Groups are solved sequentially and prior ones are treated as fixed even if they were not fully constrained.
(no subject) (by Felix)
Thank you for the reply!
This seems to work and after some reading and fiddling about also seems to be the Solvespacian way of doing this.
This seems to work and after some reading and fiddling about also seems to be the Solvespacian way of doing this.
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