Improved constness of the Print / PrintObject / Layer ...

Split the wipe tower and time statistics data into separate objects.
Initial work in synchronizing the Model with the Print.
This commit is contained in:
bubnikv 2018-09-11 14:04:47 +02:00
parent 49697ed6aa
commit 41ce69f327
21 changed files with 1197 additions and 1101 deletions

View file

@ -12,24 +12,24 @@ namespace Slic3r {
Layer::~Layer()
{
this->lower_layer = this->upper_layer = nullptr;
for (LayerRegion *region : this->regions)
for (LayerRegion *region : m_regions)
delete region;
this->regions.clear();
m_regions.clear();
}
LayerRegion* Layer::add_region(PrintRegion* print_region)
{
this->regions.emplace_back(new LayerRegion(this, print_region));
return this->regions.back();
m_regions.emplace_back(new LayerRegion(this, print_region));
return m_regions.back();
}
// merge all regions' slices to get islands
void Layer::make_slices()
{
ExPolygons slices;
if (this->regions.size() == 1) {
if (m_regions.size() == 1) {
// optimization: if we only have one region, take its slices
slices = this->regions.front()->slices;
slices = m_regions.front()->slices;
} else {
Polygons slices_p;
FOREACH_LAYERREGION(this, layerm) {
@ -58,10 +58,10 @@ void Layer::make_slices()
void Layer::merge_slices()
{
if (this->regions.size() == 1) {
if (m_regions.size() == 1) {
// Optimization, also more robust. Don't merge classified pieces of layerm->slices,
// but use the non-split islands of a layer. For a single region print, these shall be equal.
this->regions.front()->slices.set(this->slices.expolygons, stInternal);
m_regions.front()->slices.set(this->slices.expolygons, stInternal);
} else {
FOREACH_LAYERREGION(this, layerm) {
// without safety offset, artifacts are generated (GH #2494)
@ -81,18 +81,18 @@ void Layer::make_perimeters()
std::set<size_t> done;
FOREACH_LAYERREGION(this, layerm) {
size_t region_id = layerm - this->regions.begin();
size_t region_id = layerm - m_regions.begin();
if (done.find(region_id) != done.end()) continue;
BOOST_LOG_TRIVIAL(trace) << "Generating perimeters for layer " << this->id() << ", region " << region_id;
done.insert(region_id);
const PrintRegionConfig &config = (*layerm)->region()->config;
const PrintRegionConfig &config = (*layerm)->region()->config();
// find compatible regions
LayerRegionPtrs layerms;
layerms.push_back(*layerm);
for (LayerRegionPtrs::const_iterator it = layerm + 1; it != this->regions.end(); ++it) {
for (LayerRegionPtrs::const_iterator it = layerm + 1; it != m_regions.end(); ++it) {
LayerRegion* other_layerm = *it;
const PrintRegionConfig &other_config = other_layerm->region()->config;
const PrintRegionConfig &other_config = other_layerm->region()->config();
if (config.perimeter_extruder == other_config.perimeter_extruder
&& config.perimeters == other_config.perimeters
@ -104,7 +104,7 @@ void Layer::make_perimeters()
&& config.thin_walls == other_config.thin_walls
&& config.external_perimeters_first == other_config.external_perimeters_first) {
layerms.push_back(other_layerm);
done.insert(it - this->regions.begin());
done.insert(it - m_regions.begin());
}
}
@ -150,7 +150,7 @@ void Layer::make_fills()
#ifdef SLIC3R_DEBUG
printf("Making fills for layer " PRINTF_ZU "\n", this->id());
#endif
for (LayerRegion *layerm : regions) {
for (LayerRegion *layerm : m_regions) {
layerm->fills.clear();
make_fill(*layerm, layerm->fills);
#ifndef NDEBUG
@ -163,18 +163,18 @@ void Layer::make_fills()
void Layer::export_region_slices_to_svg(const char *path) const
{
BoundingBox bbox;
for (LayerRegionPtrs::const_iterator region = this->regions.begin(); region != this->regions.end(); ++region)
for (Surfaces::const_iterator surface = (*region)->slices.surfaces.begin(); surface != (*region)->slices.surfaces.end(); ++surface)
bbox.merge(get_extents(surface->expolygon));
for (const auto *region : m_regions)
for (const auto &surface : region->slices.surfaces)
bbox.merge(get_extents(surface.expolygon));
Point legend_size = export_surface_type_legend_to_svg_box_size();
Point legend_pos(bbox.min.x, bbox.max.y);
bbox.merge(Point(std::max(bbox.min.x + legend_size.x, bbox.max.x), bbox.max.y + legend_size.y));
SVG svg(path, bbox);
const float transparency = 0.5f;
for (LayerRegionPtrs::const_iterator region = this->regions.begin(); region != this->regions.end(); ++region)
for (Surfaces::const_iterator surface = (*region)->slices.surfaces.begin(); surface != (*region)->slices.surfaces.end(); ++surface)
svg.draw(surface->expolygon, surface_type_to_color_name(surface->surface_type), transparency);
for (const auto *region : m_regions)
for (const auto &surface : region->slices.surfaces)
svg.draw(surface.expolygon, surface_type_to_color_name(surface.surface_type), transparency);
export_surface_type_legend_to_svg(svg, legend_pos);
svg.Close();
}
@ -189,18 +189,18 @@ void Layer::export_region_slices_to_svg_debug(const char *name) const
void Layer::export_region_fill_surfaces_to_svg(const char *path) const
{
BoundingBox bbox;
for (LayerRegionPtrs::const_iterator region = this->regions.begin(); region != this->regions.end(); ++region)
for (Surfaces::const_iterator surface = (*region)->fill_surfaces.surfaces.begin(); surface != (*region)->fill_surfaces.surfaces.end(); ++surface)
bbox.merge(get_extents(surface->expolygon));
for (const auto *region : m_regions)
for (const auto &surface : region->slices.surfaces)
bbox.merge(get_extents(surface.expolygon));
Point legend_size = export_surface_type_legend_to_svg_box_size();
Point legend_pos(bbox.min.x, bbox.max.y);
bbox.merge(Point(std::max(bbox.min.x + legend_size.x, bbox.max.x), bbox.max.y + legend_size.y));
SVG svg(path, bbox);
const float transparency = 0.5f;
for (LayerRegionPtrs::const_iterator region = this->regions.begin(); region != this->regions.end(); ++region)
for (Surfaces::const_iterator surface = (*region)->fill_surfaces.surfaces.begin(); surface != (*region)->fill_surfaces.surfaces.end(); ++surface)
svg.draw(surface->expolygon, surface_type_to_color_name(surface->surface_type), transparency);
for (const auto *region : m_regions)
for (const auto &surface : region->slices.surfaces)
svg.draw(surface.expolygon, surface_type_to_color_name(surface.surface_type), transparency);
export_surface_type_legend_to_svg(svg, legend_pos);
svg.Close();
}