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	Organize perimeters with a nearest point search to avoid unnecessary travel moves. #21
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					 3 changed files with 35 additions and 1 deletions
				
			
		|  | @ -3,6 +3,7 @@ use Moo; | |||
| 
 | ||||
| use Math::Clipper ':all'; | ||||
| use Math::ConvexHull 1.0.4 qw(convex_hull); | ||||
| use Slic3r::Geometry qw(shortest_path); | ||||
| use XXX; | ||||
| 
 | ||||
| use constant X => 0; | ||||
|  | @ -31,6 +32,11 @@ sub make_perimeter { | |||
|     # ) | ||||
|     my @perimeters = ();  # one item per depth; each item | ||||
|      | ||||
|     # organize $layer->perimeter_surfaces using a shortest path search | ||||
|     @{ $layer->perimeter_surfaces } = @{shortest_path([ | ||||
|         map [ $_->contour->points->[0], $_ ], @{ $layer->perimeter_surfaces }, | ||||
|     ])}; | ||||
|      | ||||
|     foreach my $surface (@{ $layer->perimeter_surfaces }) { | ||||
|         # the outer loop must be offsetted by half extrusion width inwards | ||||
|         my @last_offsets = ($surface->expolygon); | ||||
|  |  | |||
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	 Alessandro Ranellucci
						Alessandro Ranellucci