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Refactor some small bits of the setting override decorator
There was code duplication and a number of functions that should be private contributes to #5603
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2 changed files with 7 additions and 10 deletions
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@ -196,10 +196,7 @@ class StartSliceJob(Job):
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has_printing_mesh = False
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for node in DepthFirstIterator(self._scene.getRoot()): #type: ignore #Ignore type error because iter() should get called automatically by Python syntax.
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if node.callDecoration("isSliceable") and node.getMeshData() and node.getMeshData().getVertices() is not None:
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per_object_stack = node.callDecoration("getStack")
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is_non_printing_mesh = False
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if per_object_stack:
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is_non_printing_mesh = any(per_object_stack.getProperty(key, "value") for key in NON_PRINTING_MESH_SETTINGS)
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is_non_printing_mesh = bool(node.callDecoration("isNonPrintingMesh"))
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# Find a reason not to add the node
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if node.callDecoration("getBuildPlateNumber") != self._build_plate_number:
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