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Rename shortest_path to chained_path, which reflects its algorithm more correctly
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10 changed files with 19 additions and 19 deletions
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@ -2,7 +2,7 @@ package Slic3r::Layer::Region;
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use Moo;
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use Slic3r::ExtrusionPath ':roles';
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use Slic3r::Geometry qw(scale shortest_path);
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use Slic3r::Geometry qw(scale chained_path);
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use Slic3r::Geometry::Clipper qw(safety_offset union_ex diff_ex intersection_ex);
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use Slic3r::Surface ':types';
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@ -167,7 +167,7 @@ sub make_perimeters {
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my @perimeters = (); # one item per depth; each item
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# organize islands using a shortest path search
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my @surfaces = @{shortest_path([
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my @surfaces = @{chained_path([
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map [ $_->contour->[0], $_ ], @{$self->slices},
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])};
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@ -326,7 +326,7 @@ sub make_perimeters {
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my @hole_depths = map [ map $_->holes, @$_ ], @$island;
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# organize the outermost hole loops using a shortest path search
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@{$hole_depths[0]} = @{shortest_path([
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@{$hole_depths[0]} = @{chained_path([
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map [ $_->[0], $_ ], @{$hole_depths[0]},
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])};
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@ -391,7 +391,7 @@ sub make_perimeters {
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flow_spacing => $self->perimeter_flow->spacing,
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);
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} @{ $self->thin_walls }
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])->shortest_path;
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])->chained_path;
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}
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sub _add_perimeter {
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