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Added an option to limit painting to triangles only highlighted by "Highlight by angle" in the support painting gizmo.
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7 changed files with 93 additions and 46 deletions
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@ -45,12 +45,16 @@ public:
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CursorType type, // current type of cursor
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EnforcerBlockerType new_state, // enforcer or blocker?
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const Transform3d &trafo, // matrix to get from mesh to world
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bool triangle_splitting); // If triangles will be split base on the cursor or not
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const Transform3d &trafo_no_translate, // matrix to get from mesh to world without translation
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bool triangle_splitting, // If triangles will be split base on the cursor or not
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float highlight_by_angle_deg = 0.f); // The maximal angle of overhang. If it is set to a non-zero value, it is possible to paint only the triangles of overhang defined by this angle in degrees.
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void seed_fill_select_triangles(const Vec3f &hit, // point where to start
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int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to
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float seed_fill_angle, // the maximal angle between two facets to be painted by the same color
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bool force_reselection = false); // force reselection of the triangle mesh even in cases that mouse is pointing on the selected triangle
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void seed_fill_select_triangles(const Vec3f &hit, // point where to start
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int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to
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const Transform3d &trafo_no_translate, // matrix to get from mesh to world without translation
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float seed_fill_angle, // the maximal angle between two facets to be painted by the same color
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float highlight_by_angle_deg = 0.f, // The maximal angle of overhang. If it is set to a non-zero value, it is possible to paint only the triangles of overhang defined by this angle in degrees.
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bool force_reselection = false); // force reselection of the triangle mesh even in cases that mouse is pointing on the selected triangle
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void bucket_fill_select_triangles(const Vec3f &hit, // point where to start
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int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to
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