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Renamed create_face_neighbors_index() to its_face_edge_ids().
Renamed its_create_neighbors_index() / its_create_neighbors_index_par() to its_face_neighbors() / its_face_neighbors_par(). New variant of its_face_edge_ids() to create edge IDs from face neighbors. Fixed some incorrect use of _NDEBUG, it should be NDEBUG. PrintObject::slice_support_volumes() returns newly Polygons, which are cheaper than ExPolygons. Updated SeamPlacer and SupportMaterial to use regions defined as Polygons, not ExPolygons. TriangleSelector::get_facets_strict() returning a patch with T-joints retriangulated. New slice_mesh_slabs() - slicing projections of a triangle patch into top / bottom layers of slices, for MMU top / bottom segmentation. TriangleMeshSlicer - use 64 mutexes instead of one when scattering sliced triangles into layers. This makes a big difference on modern many core desktop computers. When applying MM segmented regions to input regions, the split regions are now re-merged with 10x higher positive offset epsilon to avoid creating gaps. When testing for existence of paint-on supports or seam, use a more efficient has_facets() test, which does not deserialize into the expensive TriangleSelector tree structure. GLIndexedVertexArray newly uses Eigen::AlignedBox<float, 3> for efficiency instead of our double based BoundingBoxf3. Improved MMU painting refresh speed by optimizing generation of the vertex buffers. Refactored MMU segmentation - projection of painted surfaces from top / bottom. 1) Parallelized. 2) Using the new slice_mesh_slabs() instead of projecting one triangle by the other and merging them with Clipper.
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23 changed files with 1357 additions and 489 deletions
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@ -201,21 +201,24 @@ void SeamPlacer::init(const Print& print)
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std::vector<ExPolygons> temp_enf;
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std::vector<ExPolygons> temp_blk;
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std::vector<Polygons> temp_polygons;
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for (const PrintObject* po : print.objects()) {
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temp_enf.clear();
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temp_blk.clear();
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po->project_and_append_custom_facets(true, EnforcerBlockerType::ENFORCER, temp_enf);
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po->project_and_append_custom_facets(true, EnforcerBlockerType::BLOCKER, temp_blk);
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// Offset the triangles out slightly.
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for (auto* custom_per_object : {&temp_enf, &temp_blk}) {
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auto merge_and_offset = [po, &temp_polygons, max_nozzle_dmr](EnforcerBlockerType type, std::vector<ExPolygons>& out) {
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// Offset the triangles out slightly.
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temp_polygons.clear();
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po->project_and_append_custom_facets(true, type, temp_polygons);
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out.clear();
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out.reserve(temp_polygons.size());
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float offset = max_nozzle_dmr + po->config().elefant_foot_compensation;
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for (ExPolygons& explgs : *custom_per_object) {
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explgs = Slic3r::offset_ex(explgs, scale_(offset));
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for (const Polygons &src : temp_polygons) {
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out.emplace_back(Slic3r::offset_ex(src, scale_(offset)));
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offset = max_nozzle_dmr;
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}
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}
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};
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merge_and_offset(EnforcerBlockerType::BLOCKER, temp_blk);
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merge_and_offset(EnforcerBlockerType::ENFORCER, temp_enf);
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// FIXME: Offsetting should be done somehow cheaper, but following does not work
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// for (auto* custom_per_object : {&temp_enf, &temp_blk}) {
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