WIP: Reworked slicing

1) Slicing code moved to TriangleMeshSlicer.cpp,hpp from TriangleMesh.cpp,hpp
2) Refactored to use as little as possible of admesh.
This commit is contained in:
Vojtech Bubnik 2021-05-17 20:25:59 +02:00
parent 68d2427a34
commit 308d6b7809
24 changed files with 1828 additions and 1594 deletions

View file

@ -13,6 +13,7 @@
#include <libslic3r/SVG.hpp>
#include <libslic3r/ClipperUtils.hpp>
#include <libslic3r/TriangleMeshSlicer.hpp>
#include <libslic3r/TriangulateWall.hpp>
#include <libslic3r/Tesselate.hpp>
#include <libslic3r/SlicesToTriangleMesh.hpp>
@ -320,7 +321,7 @@ static void recreate_object_from_rasters(const std::string &objname, float lh) {
bb = mesh.bounding_box();
std::vector<ExPolygons> layers;
slice_mesh(mesh, grid(float(bb.min.z()) + lh, float(bb.max.z()), lh), layers, 0.f, []{});
slice_mesh(mesh, grid(float(bb.min.z()) + lh, float(bb.max.z()), lh), layers);
sla::RasterBase::Resolution res{2560, 1440};
double disp_w = 120.96;