diff --git a/src/libslic3r/SLA/SLABasePool.cpp b/src/libslic3r/SLA/SLABasePool.cpp index 6fd2184025..2aabaa590d 100644 --- a/src/libslic3r/SLA/SLABasePool.cpp +++ b/src/libslic3r/SLA/SLABasePool.cpp @@ -601,14 +601,16 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out, const double thickness = cfg.min_wall_thickness_mm; const double wingheight = cfg.min_wall_height_mm; const double fullheight = wingheight + thickness; - const double slope = cfg.wall_slope; + const double slope = cfg.wall_slope; const double wingdist = wingheight / std::tan(slope); + const double bottom_offs = (thickness + wingheight) / std::tan(slope); // scaled values const coord_t s_thickness = mm(thickness); const coord_t s_eradius = mm(cfg.edge_radius_mm); const coord_t s_safety_dist = 2*s_eradius + coord_t(0.8*s_thickness); const coord_t s_wingdist = mm(wingdist); + const coord_t s_bottom_offs = mm(bottom_offs); auto& thrcl = cfg.throw_on_cancel; @@ -620,7 +622,7 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out, // Get rid of any holes in the concave hull output. concaveh.holes.clear(); - // Here lies the trick that does the smooting only with clipper offset + // Here lies the trick that does the smoothing only with clipper offset // calls. The offset is configured to round edges. Inner edges will // be rounded because we offset twice: ones to get the outer (top) plate // and again to get the inner (bottom) plate @@ -628,10 +630,9 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out, outer_base.holes.clear(); offset(outer_base, s_safety_dist + s_wingdist + s_thickness); - ExPolygon bottom_poly = outer_base; bottom_poly.holes.clear(); - if(s_wingdist > 0) offset(bottom_poly, -s_wingdist); + offset(bottom_poly, -s_bottom_offs); // Punching a hole in the top plate for the cavity ExPolygon top_poly; @@ -692,7 +693,7 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out, // Now that we have the rounded edge connecting the top plate with // the outer side walls, we can generate and merge the sidewall geometry pool.merge(walls(ob.contour, bottom_poly.contour, wh, -fullheight, - wingdist, thrcl)); + bottom_offs, thrcl)); if(wingheight > 0) { // Generate the smoothed edge geometry