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Vojtech's improvements in the SLA preview cutting dialog.
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7 changed files with 86 additions and 65 deletions
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@ -805,14 +805,7 @@ void TriangleMeshSlicer::slice(const std::vector<float> &z, std::vector<Polygons
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void TriangleMeshSlicer::_slice_do(size_t facet_idx, std::vector<IntersectionLines>* lines, boost::mutex* lines_mutex,
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const std::vector<float> &z) const
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{
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const stl_facet &facet_orig = this->mesh->stl.facet_start[facet_idx];
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stl_facet facet = facet_orig;
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if (m_use_quaternion) {
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facet.vertex[0] = m_quaternion * facet.vertex[0];
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facet.vertex[1] = m_quaternion * facet.vertex[1];
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facet.vertex[2] = m_quaternion * facet.vertex[2];
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}
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const stl_facet &facet = m_use_quaternion ? this->mesh->stl.facet_start[facet_idx].rotated(m_quaternion) : this->mesh->stl.facet_start[facet_idx];
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// find facet extents
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const float min_z = fminf(facet.vertex[0](2), fminf(facet.vertex[1](2), facet.vertex[2](2)));
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@ -884,7 +877,7 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
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const int *vertices = this->mesh->stl.v_indices[facet_idx].vertex;
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int i = (facet.vertex[1].z() == min_z) ? 1 : ((facet.vertex[2].z() == min_z) ? 2 : 0);
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// These are used only if the cut plane is inclined:
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// These are used only if the cut plane is tilted:
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stl_vertex rotated_a;
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stl_vertex rotated_b;
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@ -909,10 +902,11 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
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// Is edge or face aligned with the cutting plane?
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if (a->z() == slice_z && b->z() == slice_z) {
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// Edge is horizontal and belongs to the current layer.
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// The following rotation of the three vertices may not be efficient, but this branch happens rarely.
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const stl_vertex &v0 = m_use_quaternion ? stl_vertex(m_quaternion * this->v_scaled_shared[vertices[0]]) : this->v_scaled_shared[vertices[0]];
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const stl_vertex &v1 = m_use_quaternion ? stl_vertex(m_quaternion * this->v_scaled_shared[vertices[1]]) : this->v_scaled_shared[vertices[1]];
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const stl_vertex &v2 = m_use_quaternion ? stl_vertex(m_quaternion * this->v_scaled_shared[vertices[2]]) : this->v_scaled_shared[vertices[2]];
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const stl_normal &normal = m_use_quaternion ? stl_vertex(m_quaternion * this->mesh->stl.facet_start[facet_idx].normal) : this->mesh->stl.facet_start[facet_idx].normal;
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const stl_normal &normal = facet.normal;
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// We may ignore this edge for slicing purposes, but we may still use it for object cutting.
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FacetSliceType result = Slicing;
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if (min_z == max_z) {
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@ -1029,7 +1023,7 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
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i = vertices[2];
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assert(i != line_out->a_id && i != line_out->b_id);
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line_out->edge_type = ((m_use_quaternion ?
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m_quaternion * this->v_scaled_shared[i].z()
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(m_quaternion * this->v_scaled_shared[i]).z()
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: this->v_scaled_shared[i].z()) < slice_z) ? feTop : feBottom;
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}
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#endif
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