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https://github.com/SoftFever/OrcaSlicer.git
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Reworked visualization of selected triangles by seed fill and bucket fill inside the multi-material painting gizmo. Now is drawn boundary around a selected area, and also all triangles inside the selected area are drawn with a darker color.
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18cff61bd2
8 changed files with 239 additions and 34 deletions
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@ -53,8 +53,9 @@ public:
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bool force_reselection = false); // force reselection of the triangle mesh even in cases that mouse is pointing on the selected triangle
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void bucket_fill_select_triangles(const Vec3f &hit, // point where to start
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int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to
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bool propagate); // if bucket fill is propagated to neighbor faces or if it fills the only facet of the modified mesh that the hit point belongs to.
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int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to
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bool propagate, // if bucket fill is propagated to neighbor faces or if it fills the only facet of the modified mesh that the hit point belongs to.
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bool force_reselection = false); // force reselection of the triangle mesh even in cases that mouse is pointing on the selected triangle
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bool has_facets(EnforcerBlockerType state) const;
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static bool has_facets(const std::pair<std::vector<std::pair<int, int>>, std::vector<bool>> &data, EnforcerBlockerType test_state);
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@ -63,6 +64,8 @@ public:
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indexed_triangle_set get_facets(EnforcerBlockerType state) const;
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// Get facets at a given state. Triangulate T-joints.
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indexed_triangle_set get_facets_strict(EnforcerBlockerType state) const;
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// Get edges around the selected area by seed fill.
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std::vector<Vec2i> get_seed_fill_contour() const;
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// Set facet of the mesh to a given state. Only works for original triangles.
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void set_facet(int facet_idx, EnforcerBlockerType state);
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@ -222,6 +225,7 @@ private:
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std::pair<int, int> triangle_subtriangles(int itriangle, int vertexi, int vertexj) const;
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void append_touching_subtriangles(int itriangle, int vertexi, int vertexj, std::vector<int> &touching_subtriangles_out) const;
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void append_touching_edges(int itriangle, int vertexi, int vertexj, std::vector<Vec2i> &touching_edges_out) const;
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#ifndef NDEBUG
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bool verify_triangle_neighbors(const Triangle& tr, const Vec3i& neighbors) const;
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@ -235,6 +239,8 @@ private:
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std::vector<stl_triangle_vertex_indices> &out_triangles) const;
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void get_facets_split_by_tjoints(const Vec3i &vertices, const Vec3i &neighbors, std::vector<stl_triangle_vertex_indices> &out_triangles) const;
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void get_seed_fill_contour_recursive(int facet_idx, const Vec3i &neighbors, const Vec3i &neighbors_propagated, std::vector<Vec2i> &edges_out) const;
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int m_free_triangles_head { -1 };
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int m_free_vertices_head { -1 };
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};
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