Rename shortest_path to chained_path, which reflects its algorithm more correctly

This commit is contained in:
Alessandro Ranellucci 2013-02-05 17:27:45 +01:00
parent 11637d527a
commit 090e3b1fe3
10 changed files with 19 additions and 19 deletions

View file

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