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.
This commit is contained in:
Vojtech Bubnik 2021-06-20 15:21:12 +02:00
parent d08a70478e
commit 0d70a2be69
23 changed files with 1357 additions and 489 deletions

View file

@ -166,7 +166,7 @@ static bool clip_narrow_corner(
assert(orient1 > 0 == blocked);
assert(orient2 > 0 == blocked);
}
#endif // _NDEBUG
#endif // NDEBUG
if (polygon.size() < 3 || (forward == Far && backward == Far)) {
polygon.clear();
} else {