Resources Numerical accuracy

Calculations

Every calculation under our calculation policies: what it works out, its formula and the precision it runs at. Open one to see its code as it is in the released app.

  • 6,917 calculations in 1,248 source files
  • 143 exact
  • 6,286 in 64-bit
  • 335 with a 32-bit step
  • Last reviewed

Calculations

  • Rough box of an object

    A box round an object from its vertices, curve break points and control points, used only to set the tolerance.

    3DM surfaces into triangles io/3dm/scene.js
    • ModelCraft
    • PartCraft
    64-bit
  • Preset curves

    The control points of a new curve: an S, a Bézier circle, a NURBS circle or a straight path.

    Bézier circle: handle length = r × 0.5522847498; NURBS circle: 8 points on an octagon of radius r ÷ 0.9254

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Automatic handles

    Places a Bézier point's handles when they are automatic or vector.

    auto: along (next − previous) made unit, a third of each neighbor's distance; vector: a third of the way to each neighbor

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Point on a cubic Bézier segment

    A point of a segment at a fraction t.

    p = (1 − t)³ a + 3 (1 − t)² t b + 3 (1 − t) t² c + t³ d

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Point on a NURBS spline

    A point of a NURBS spline at a parameter.

    de Boor on (x w, y w, z w, w), then (x, y, z) ÷ w

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Sampling a spline

    Points along a spline with tangents, the fraction of the length at each, and the radius and tilt there.

    resolution samples per segment; tangent = (next − previous) made unit; s = Σ chord lengths so far ÷ total

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Frames along the curve

    A side and an up direction at every sample that twist as little as possible, with the tilt applied.

    double reflection from one sample to the next; closed curve: the leftover angle is undone in proportion to s

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Taper along the curve

    The scale of the cross-section at a fraction of the length.

    Catmull-Rom through the taper values, not below 0

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Cross-section

    The outline swept along the curve: a circle, a stadium or a flat ribbon.

    circle: 4 (resolution + 1) points at radius depth; stadium: two half circles offset by ± extrude

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Sweeping the section

    Places the cross-section at every sample and joins the rings into faces.

    point = sample + side × (−x k) + up × (y k); k = radius × taper

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Offsetting a loop

    Moves each vertex of a flat outline outward by a distance, with mitered corners.

    m = (n₁ + n₂) made unit; p′ = p + m × d ÷ max(0.25, m · n₁)

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Filled shapes

    Sorts closed flat loops into outlines and holes and builds the top, bottom and edge of the filled shape.

    nesting: a loop inside an even number of others is an outline; direction from the sign of the shoelace area

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Adding a point in a segment

    Splits a segment at its middle; a Bézier segment keeps its shape.

    de Casteljau at t = ½

    Curve objects mesh/curve.js
    • ModelCraft
    64-bit
  • Moving, scaling and turning points

    The new place of each selected point and handle while it is dragged.

    grab: p + (M⁻¹ w₁ − M⁻¹ w₀); scale: c + (p − c) × |a₁| ÷ max(1, |a₀|); turn: Rodrigues' formula about the view axis through c

    Curve objects mesh/curve-tool.js
    • ModelCraft
    64-bit
  • A new point at the pointer

    Where a point added after the end of a spline goes.

    world point = pick ray ∩ plane through the last point; local = M⁻¹ × world; flat curve: z = 0

    Curve objects mesh/curve-tool.js
    • ModelCraft
    64-bit
  • Selection center

    The mean position of the selected vertices: the pivot for rotate, scale and spin.

    c = (Σ pᵢ) × (1 ÷ n)

    Mesh edit moves: grab, rotate, scale, extrude, spin, knife, bisect mesh/edit-tool.js
    • ModelCraft
    64-bit
  • Point on an axis nearest the pointer

    The point of a line through w along dir that is nearest the pointer's ray; used for axis-locked moves and extrude distances.

    s = (b·e − c·d) ÷ (a·c − b²); point = w + d₁·s

    Mesh edit moves: grab, rotate, scale, extrude, spin, knife, bisect mesh/edit-tool.js
    • ModelCraft
    64-bit
  • Grab, rotate and scale

    Builds the move applied to every affected vertex in world space.

    grab: p′ = p + d; rotate: p′ = R(k, θ)(p − P) + P; scale: p′ = P + f·(p − P), or along a locked axis a: p′ = p + a·((p − P)·a)·(f − 1)

    Mesh edit moves: grab, rotate, scale, extrude, spin, knife, bisect mesh/edit-tool.js
    • ModelCraft
    64-bit
  • Rotation about an axis

    Turns a point about the axis k through c by the angle a.

    q = p − c; p′ = c + q·cos a + (n × q)·sin a + n·(n·q)·(1 − cos a)

    Mesh edit moves: grab, rotate, scale, extrude, spin, knife, bisect mesh/edit-tool.js
    • ModelCraft
    64-bit
  • Extrude distance

    Moves the new vertices of an extrusion by the dragged or typed distance along the region's normal, or along each face's own normal.

    d = (line point now − line point at start)·dir; p′ = p + dirL·d, dirL = M⁻¹·dir

    Mesh edit moves: grab, rotate, scale, extrude, spin, knife, bisect mesh/edit-tool.js
    • ModelCraft
    64-bit
  • Knife point on an edge

    Where along an edge a knife click lands, as a fraction of the edge from its start.

    s = clamp((q − a)·(b − a) ÷ L², 0, 1)

    Mesh edit moves: grab, rotate, scale, extrude, spin, knife, bisect mesh/edit-tool.js
    • ModelCraft
    64-bit
  • Bisect plane

    The cutting plane through two clicked points as seen from the camera, in the mesh's own space.

    n = unit((p₂ − p₁) × ray direction); plane = {M⁻¹·p₁, unit(M⁻¹ applied to n as a direction)}

    Mesh edit moves: grab, rotate, scale, extrude, spin, knife, bisect mesh/edit-tool.js
    • ModelCraft
    64-bit
  • Spin center, axis and angle

    The center, axis and total angle handed to the spin operator, in the mesh's own space.

    center = M⁻¹·c; axis = unit(M⁻¹ applied to the world axis); angle = typed × π ÷ 180, or −(a₁ − a₀)

    Mesh edit moves: grab, rotate, scale, extrude, spin, knife, bisect mesh/edit-tool.js
    • ModelCraft
    64-bit
  • Proportional editing weights

    For every vertex, how much of the selected vertices' move it follows: 1 for the selected ones, falling to 0 at the radius.

    t = distance ÷ radius; smooth: x²(3 − 2x) with x = 1 − t; sphere: √(1 − t²); root: √x; linear: x; sharp: x²; constant: 1

    Proportional editing weights and edge creases mesh/ops.js
    • ModelCraft
    32-bit in part
  • Set a crease

    Stores the crease (0 smooth to 1 sharp) on each listed edge for subdivision.

    v = clamp(value, 0, 1)

    Proportional editing weights and edge creases mesh/ops.js
    • ModelCraft
    32-bit in part
  • Crease shared by edges

    The crease the selected edges have in common, shown as the starting value when a crease is edited.

    Proportional editing weights and edge creases mesh/ops.js
    • ModelCraft
    32-bit in part
  • Applying a move with proportional weights

    Writes each affected vertex's new position while a grab, rotate or scale is in progress.

    q = T(p); r = p + (q − p)·w; stored position = M⁻¹·r

    Proportional editing weights and edge creases mesh/edit-tool.js
    • ModelCraft
    32-bit in part
  • Crease from the pointer or the wheel

    Turns the pointer's distance from the selection's center, or a wheel step, into a crease between 0 and 1.

    pointer: crease = clamp(round(px ÷ 2) ÷ 100, 0, 1); wheel: crease = clamp(round((crease ± 0.1) × 10) ÷ 10, 0, 1)

    Proportional editing weights and edge creases mesh/edit-tool.js
    • ModelCraft
    32-bit in part
  • Vertex normals

    A unit normal per vertex from the faces round it, weighted by face area.

    N(v) = unit(Σ Newell normal of each face at v)

    Inset, bevel and moves along normals mesh/ops.js
    • ModelCraft
    64-bit
  • Inset corner

    Where a face corner goes when both of its edges move inward by d.

    bis = unit(in₁ + in₂); c = bis·in₁; k = d ÷ c; p′ = p + bis·k

    Inset, bevel and moves along normals mesh/ops.js
    • ModelCraft
    64-bit
  • Inset of a region's border

    The new border vertices of a region inset, each from the two border edges that meet at it, raised by the depth.

    n = unit(n(face in) + n(face out)); p′ = insetCorner(p, a, b, n, thickness) + n·depth

    Inset, bevel and moves along normals mesh/ops.js
    • ModelCraft
    64-bit
  • Bevel: slide along plain edges

    How far a new point slides along an edge that is not bevelled, so the bevel is the stated width inside the face.

    sin = |u_in × u_out|; slide = width ÷ sin; point = v + u·min(slide, cap)

    Inset, bevel and moves along normals mesh/ops.js
    • ModelCraft
    64-bit
  • Bevel: where two bevelled edges meet

    The point inside a face where the offset lines of two bevelled edges cross.

    k = width ÷ |u_in × u_out|; point = v + (u_in + u_out)·k

    Inset, bevel and moves along normals mesh/ops.js
    • ModelCraft
    64-bit
  • Bevel: profile points

    The points between the two sides of a bevelled edge when it has more than one segment.

    M = (p₀ + p₁) ÷ 2; Q = M + (p_c − M)·2·profile; B(t) = (1 − t)²·p₀ + 2t(1 − t)·Q + t²·p₁, t = k ÷ segments

    Inset, bevel and moves along normals mesh/ops.js
    • ModelCraft
    64-bit
  • Shrink or fatten

    Moves each listed vertex along its normal by d.

    p′ = p + N(v)·d

    Inset, bevel and moves along normals mesh/ops.js
    • ModelCraft
    64-bit
  • Even cuts along an edge

    The new vertices that divide an edge into cuts + 1 parts, shared by both faces on the edge.

    s = k ÷ (cuts + 1); with slide: s = clamp(s + slide ÷ (cuts + 1), 0.001, 0.999); p = A + (B − A)·s

    Subdivide, loop cut, bisect, knife and grid fill mesh/ops.js
    • ModelCraft
    64-bit
  • Subdivide: interior points of a quad

    The points inside a quad whose four edges are all cut, placed so they follow the four sides.

    u = i ÷ N, w = j ÷ N; p = (1 − w)·S₀ + w·S₂ + (1 − u)·S₃ + u·S₁ − [(1 − u)(1 − w)·c₀₀ + u(1 − w)·c₁₀ + uw·c₁₁ + (1 − u)w·c₀₁]

    Subdivide, loop cut, bisect, knife and grid fill mesh/ops.js
    • ModelCraft
    64-bit
  • Bisect by a plane

    Cuts every listed face's edges where the plane crosses them and splits the faces along the cut.

    dist(v) = P(v)·n − p·n; s = dₐ ÷ (dₐ − d_b); point = A + (B − A)·s

    Subdivide, loop cut, bisect, knife and grid fill mesh/ops.js
    • ModelCraft
    64-bit
  • Knife: where the cut crosses an edge

    For each edge of the faces round the current point, whether the cutting plane crosses it and where.

    dₐ = (a − A)·n, d_b = (b − A)·n; s = dₐ ÷ (dₐ − d_b); X = a + (b − a)·s

    Subdivide, loop cut, bisect, knife and grid fill mesh/ops.js
    • ModelCraft
    64-bit
  • Grid fill: interior points

    The points inside an open loop filled with a grid of quads, following the loop's four sides.

    u = i ÷ a, w = j ÷ b; p = ruled blend of the four side points − bilinear blend of the four corners

    Subdivide, loop cut, bisect, knife and grid fill mesh/ops.js
    • ModelCraft
    64-bit
  • Merge at center

    Joins vertices into one at their mean position, at the first or last of them, or at a given point.

    p = (Σ pᵢ) × (1 ÷ n)

    Merge, spin, bridge, slide and smooth mesh/ops.js
    • ModelCraft
    64-bit
  • Merge by distance

    Merges every vertex that lies within the given distance of a vertex already kept.

    cell = max(dist, 1e-9); merge v into w when |P(w) − P(v)| ≤ dist

    Merge, spin, bridge, slide and smooth mesh/ops.js
    • ModelCraft
    64-bit
  • Spin

    Extrudes a region or open edges round an axis in a number of steps over a total angle.

    aᵢ = angle·i ÷ n; pᵢ = c + q·cos aᵢ + (k × q)·sin aᵢ + k·(k·q)·(1 − cos aᵢ), q = p₀ − c

    Merge, spin, bridge, slide and smooth mesh/ops.js
    • ModelCraft
    64-bit
  • Source of a copied vertex

    Finds the vertex a fresh copy was made from, so spin can rotate from the starting position.

    Merge, spin, bridge, slide and smooth mesh/ops.js
    • ModelCraft
    64-bit
  • Bridge: pairing two loops

    Chooses the rotation and direction that pair the vertices of two loops with the shortest total distance.

    d(r, dir) = Σᵢ |P(Aᵢ) − P(B₍r + dir·i₎)|; choose the smallest

    Merge, spin, bridge, slide and smooth mesh/ops.js
    • ModelCraft
    64-bit
  • Slide along rails

    Puts each slid vertex a fraction t of the way from its starting place toward the far end of its rail.

    p′ = p + (P(w) − p)·|t|, w = rail end a for t ≥ 0, b for t < 0

    Merge, spin, bridge, slide and smooth mesh/ops.js
    • ModelCraft
    64-bit
  • Smooth vertices

    Moves each vertex part of the way to the average of its neighbors, a number of times.

    c = (Σ neighbors) × (1 ÷ n); p′ = p + (c − p)·factor

    Merge, spin, bridge, slide and smooth mesh/ops.js
    • ModelCraft
    64-bit
  • Scale

    Scales the mesh about its own origin by a factor for each axis.

    p′ = [x·f_x, y·f_y, z·f_z]

    Modifier stack: scale, mirror, array, solidify, displace, lattice, curve, shrinkwrap mesh/modifiers.js
    • ModelCraft
    64-bit
  • Mirror

    Adds a mirrored copy across the x, y or z plane through the origin and merges the seam.

    copy: coordinate k → −k; seam: vertices with |coordinate k| ≤ dist merged within max(2·dist, 1e-12)

    Modifier stack: scale, mirror, array, solidify, displace, lattice, curve, shrinkwrap mesh/modifiers.js
    • ModelCraft
    64-bit
  • Radial array

    Places copies turned round an axis through the origin.

    step = (angle·π ÷ 180) ÷ (n for a full circle, else n − 1); aᵢ = step·i; [u′, v′] = [u·cos aᵢ − v·sin aᵢ, u·sin aᵢ + v·cos aᵢ]

    Modifier stack: scale, mirror, array, solidify, displace, lattice, curve, shrinkwrap mesh/modifiers.js
    • ModelCraft
    64-bit

A calculation is added only after its source was read. Each statement can be checked in the code shown on its policy's page; the app repositories are public. When a release changes a calculation, its page says so until it has been read again.