Changed the Slic3r coordinate type from long to int32 to match

the point type on Windows / Linux / OSX
to achieve the same behavior on all the 32 / 64bit systems.
(Windows always treats the long as 32bit int, while Linux treats
long as a 64bit int).
This commit is contained in:
bubnikv 2018-02-12 18:16:10 +01:00
parent adc9e749c4
commit 47d904a628
7 changed files with 22 additions and 42 deletions

View file

@ -171,12 +171,11 @@ stl_scale(stl_file *stl, float factor) {
}
static void calculate_normals(stl_file *stl) {
long i;
float normal[3];
if (stl->error) return;
for(i = 0; i < stl->stats.number_of_facets; i++) {
for(uint32_t i = 0; i < stl->stats.number_of_facets; i++) {
stl_calculate_normal(normal, &stl->facet_start[i]);
stl_normalize_vector(normal);
stl->facet_start[i].normal.x = normal[0];
@ -381,7 +380,6 @@ stl_mirror_xz(stl_file *stl) {
}
static float get_volume(stl_file *stl) {
long i;
stl_vertex p0;
stl_vertex p;
stl_normal n;
@ -396,7 +394,7 @@ static float get_volume(stl_file *stl) {
p0.y = stl->facet_start[0].vertex[0].y;
p0.z = stl->facet_start[0].vertex[0].z;
for(i = 0; i < stl->stats.number_of_facets; i++) {
for(uint32_t i = 0; i < stl->stats.number_of_facets; i++) {
p.x = stl->facet_start[i].vertex[0].x - p0.x;
p.y = stl->facet_start[i].vertex[0].y - p0.y;
p.z = stl->facet_start[i].vertex[0].z - p0.z;