mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-12 09:17:52 -06:00
SLATreeSupports generator now takes account for holes and can build supports through them
This commit is contained in:
parent
bc0db7dc91
commit
73af7c64b8
6 changed files with 103 additions and 79 deletions
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@ -263,16 +263,13 @@ EigenMesh3D &EigenMesh3D::operator=(const EigenMesh3D &other)
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}
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}
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EigenMesh3D::hit_result
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EigenMesh3D::hit_result
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EigenMesh3D::query_ray_hit(const Vec3d &s,
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EigenMesh3D::query_ray_hit(const Vec3d &s, const Vec3d &dir) const
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const Vec3d &dir,
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const std::vector<DrainHole>* holes
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) const
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{
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{
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assert(is_approx(dir.norm(), 1.));
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assert(is_approx(dir.norm(), 1.));
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igl::Hit hit;
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igl::Hit hit;
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hit.t = std::numeric_limits<float>::infinity();
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hit.t = std::numeric_limits<float>::infinity();
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if (! holes) {
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if (m_holes.empty()) {
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m_aabb->intersect_ray(m_V, m_F, s, dir, hit);
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m_aabb->intersect_ray(m_V, m_F, s, dir, hit);
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hit_result ret(*this);
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hit_result ret(*this);
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ret.m_t = double(hit.t);
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ret.m_t = double(hit.t);
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@ -286,7 +283,7 @@ EigenMesh3D::query_ray_hit(const Vec3d &s,
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else {
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else {
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// If there are holes, the hit_results will be made by
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// If there are holes, the hit_results will be made by
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// query_ray_hits (object) and filter_hits (holes):
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// query_ray_hits (object) and filter_hits (holes):
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return filter_hits(query_ray_hits(s, dir), *holes);
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return filter_hits(query_ray_hits(s, dir));
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}
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}
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}
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}
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@ -316,16 +313,18 @@ EigenMesh3D::query_ray_hits(const Vec3d &s, const Vec3d &dir) const
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}
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}
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EigenMesh3D::hit_result EigenMesh3D::filter_hits(
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EigenMesh3D::hit_result EigenMesh3D::filter_hits(
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const std::vector<EigenMesh3D::hit_result>& object_hits,
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const std::vector<EigenMesh3D::hit_result>& object_hits) const
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const std::vector<DrainHole>& holes) const
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{
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{
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assert(! m_holes.empty());
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hit_result out(*this);
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hit_result out(*this);
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out.m_t = std::nan("");
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if (! holes.empty() && ! object_hits.empty()) {
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if (object_hits.empty())
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Vec3d s = object_hits.front().source();
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return out;
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Vec3d dir = object_hits.front().direction();
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const Vec3d& s = object_hits.front().source();
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const Vec3d& dir = object_hits.front().direction();
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// A helper struct to save an intersetion with a hole
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struct HoleHit {
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struct HoleHit {
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HoleHit(float t_p, const Vec3d& normal_p, bool entry_p) :
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HoleHit(float t_p, const Vec3d& normal_p, bool entry_p) :
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t(t_p), normal(normal_p), entry(entry_p) {}
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t(t_p), normal(normal_p), entry(entry_p) {}
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@ -336,7 +335,7 @@ EigenMesh3D::hit_result EigenMesh3D::filter_hits(
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std::vector<HoleHit> hole_isects;
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std::vector<HoleHit> hole_isects;
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// Collect hits on all holes, preserve information about entry/exit
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// Collect hits on all holes, preserve information about entry/exit
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for (const sla::DrainHole& hole : holes) {
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for (const sla::DrainHole& hole : m_holes) {
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std::array<std::pair<float, Vec3d>, 2> isects;
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std::array<std::pair<float, Vec3d>, 2> isects;
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if (hole.get_intersections(s.cast<float>(),
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if (hole.get_intersections(s.cast<float>(),
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dir.cast<float>(), isects)) {
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dir.cast<float>(), isects)) {
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@ -344,18 +343,29 @@ EigenMesh3D::hit_result EigenMesh3D::filter_hits(
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hole_isects.emplace_back(isects[1].first, isects[1].second, false);
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hole_isects.emplace_back(isects[1].first, isects[1].second, false);
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}
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}
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}
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}
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// Remove hole hits behind the source
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for (int i=0; i<int(hole_isects.size()); ++i)
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if (hole_isects[i].t < 0.f)
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hole_isects.erase(hole_isects.begin() + (i--));
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// Holes can intersect each other, sort the hits by t
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// Holes can intersect each other, sort the hits by t
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std::sort(hole_isects.begin(), hole_isects.end(),
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std::sort(hole_isects.begin(), hole_isects.end(),
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[](const HoleHit& a, const HoleHit& b) { return a.t < b.t; });
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[](const HoleHit& a, const HoleHit& b) { return a.t < b.t; });
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// Now inspect the intersections with object and holes, keep track how
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// Now inspect the intersections with object and holes, in the order of
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// deep are we nested in mesh/holes and pick the correct intersection
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// increasing distance. Keep track how deep are we nested in mesh/holes and
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// pick the correct intersection.
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// This needs to be done twice - first to find out how deep in the structure
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// the source is, then to pick the correct intersection.
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int hole_nested = 0;
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int hole_nested = 0;
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int object_nested = 0;
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int object_nested = 0;
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for (int dry_run=1; dry_run>=0; --dry_run) {
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hole_nested = -hole_nested;
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object_nested = -object_nested;
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bool is_hole = false;
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bool is_hole = false;
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bool is_entry = false;
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bool is_entry = false;
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const HoleHit* next_hole_hit = &hole_isects.front();
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const HoleHit* next_hole_hit = hole_isects.empty() ? nullptr : &hole_isects.front();
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const hit_result* next_mesh_hit = &object_hits.front();
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const hit_result* next_mesh_hit = &object_hits.front();
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while (next_hole_hit || next_mesh_hit) {
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while (next_hole_hit || next_mesh_hit) {
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@ -367,8 +377,9 @@ EigenMesh3D::hit_result EigenMesh3D::filter_hits(
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// Is this entry or exit hit?
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// Is this entry or exit hit?
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is_entry = is_hole ? next_hole_hit->entry : ! next_mesh_hit->is_inside();
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is_entry = is_hole ? next_hole_hit->entry : ! next_mesh_hit->is_inside();
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if (! is_hole && is_entry && hole_nested == 0) {
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if (! dry_run) {
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// This mesh point is the one we seek
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if (! is_hole && hole_nested == 0) {
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// This is a valid object hit
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return *next_mesh_hit;
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return *next_mesh_hit;
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}
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}
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if (is_hole && ! is_entry && object_nested != 0) {
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if (is_hole && ! is_entry && object_nested != 0) {
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@ -379,11 +390,12 @@ EigenMesh3D::hit_result EigenMesh3D::filter_hits(
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out.m_dir = dir;
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out.m_dir = dir;
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return out;
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return out;
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}
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}
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}
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hole_nested += (is_hole ? (is_entry ? 1 : -1) : 0);
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// Increase/decrease the counter
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object_nested += (! is_hole ? (is_entry ? 1 : -1) : 0);
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(is_hole ? hole_nested : object_nested) += (is_entry ? 1 : -1);
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// Advance the pointer
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// Advance the respective pointer
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if (is_hole && next_hole_hit++ == &hole_isects.back())
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if (is_hole && next_hole_hit++ == &hole_isects.back())
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next_hole_hit = nullptr;
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next_hole_hit = nullptr;
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if (! is_hole && next_mesh_hit++ == &object_hits.back())
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if (! is_hole && next_mesh_hit++ == &object_hits.back())
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@ -391,6 +403,7 @@ EigenMesh3D::hit_result EigenMesh3D::filter_hits(
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}
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}
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}
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}
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// if we got here, the ray ended up in infinity
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return out;
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return out;
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}
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}
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@ -2,6 +2,7 @@
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#define SLA_EIGENMESH3D_H
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#define SLA_EIGENMESH3D_H
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#include <libslic3r/SLA/Common.hpp>
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#include <libslic3r/SLA/Common.hpp>
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#include "libslic3r/SLA/Hollowing.hpp"
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namespace Slic3r {
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namespace Slic3r {
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@ -10,7 +11,6 @@ class TriangleMesh;
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namespace sla {
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namespace sla {
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struct Contour3D;
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struct Contour3D;
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struct DrainHole;
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/// An index-triangle structure for libIGL functions. Also serves as an
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/// An index-triangle structure for libIGL functions. Also serves as an
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/// alternative (raw) input format for the SLASupportTree.
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/// alternative (raw) input format for the SLASupportTree.
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@ -23,6 +23,11 @@ class EigenMesh3D {
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double m_ground_level = 0, m_gnd_offset = 0;
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double m_ground_level = 0, m_gnd_offset = 0;
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std::unique_ptr<AABBImpl> m_aabb;
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std::unique_ptr<AABBImpl> m_aabb;
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// This holds a copy of holes in the mesh. Initialized externally
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// by load_mesh setter.
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std::vector<DrainHole> m_holes;
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public:
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public:
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EigenMesh3D(const TriangleMesh&);
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EigenMesh3D(const TriangleMesh&);
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@ -41,57 +46,58 @@ public:
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// Result of a raycast
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// Result of a raycast
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class hit_result {
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class hit_result {
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double m_t = std::nan("");
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// m_t holds a distance from m_source to the intersection.
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double m_t = infty();
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const EigenMesh3D *m_mesh = nullptr;
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const EigenMesh3D *m_mesh = nullptr;
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Vec3d m_dir;
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Vec3d m_dir;
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Vec3d m_source;
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Vec3d m_source;
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Vec3d m_normal = Vec3d::Zero();
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Vec3d m_normal;
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friend class EigenMesh3D;
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friend class EigenMesh3D;
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// A valid object of this class can only be obtained from
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// A valid object of this class can only be obtained from
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// EigenMesh3D::query_ray_hit method.
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// EigenMesh3D::query_ray_hit method.
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explicit inline hit_result(const EigenMesh3D& em): m_mesh(&em) {}
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explicit inline hit_result(const EigenMesh3D& em): m_mesh(&em) {}
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public:
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public:
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// This denotes no hit on the mesh.
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static inline constexpr double infty() { return std::numeric_limits<double>::infinity(); }
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// This can create a placeholder object which is invalid (not created
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explicit inline hit_result(double val = infty()) : m_t(val) {}
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// by a query_ray_hit call) but the distance can be preset to
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// a specific value for distinguishing the placeholder.
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inline hit_result(double val = std::nan("")): m_t(val) {}
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inline double distance() const { return m_t; }
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inline double distance() const { return m_t; }
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inline const Vec3d& direction() const { return m_dir; }
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inline const Vec3d& direction() const { return m_dir; }
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inline const Vec3d& source() const { return m_source; }
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inline const Vec3d& source() const { return m_source; }
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inline Vec3d position() const { return m_source + m_dir * m_t; }
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inline Vec3d position() const { return m_source + m_dir * m_t; }
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inline bool is_valid() const { return m_mesh != nullptr; }
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inline bool is_valid() const { return m_mesh != nullptr; }
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inline bool is_hit() const { return m_normal != Vec3d::Zero(); }
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inline bool is_hit() const { return m_t != infty(); }
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// Hit_result can decay into a double as the hit distance.
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// Hit_result can decay into a double as the hit distance.
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inline operator double() const { return distance(); }
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inline operator double() const { return distance(); }
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inline const Vec3d& normal() const {
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inline const Vec3d& normal() const {
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if(!is_valid())
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assert(is_valid());
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throw std::runtime_error("EigenMesh3D::hit_result::normal() "
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"called on invalid object.");
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return m_normal;
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return m_normal;
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}
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}
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inline bool is_inside() const {
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inline bool is_inside() const {
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return normal().dot(m_dir) > 0;
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return is_hit() && normal().dot(m_dir) > 0;
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}
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}
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};
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};
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// Inform the object about location of holes
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// creates internal copy of the vector
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void load_holes(const std::vector<DrainHole>& holes) {
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m_holes = holes;
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}
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// Casting a ray on the mesh, returns the distance where the hit occures.
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// Casting a ray on the mesh, returns the distance where the hit occures.
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hit_result query_ray_hit(const Vec3d &s,
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hit_result query_ray_hit(const Vec3d &s, const Vec3d &dir) const;
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const Vec3d &dir,
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const std::vector<DrainHole>* holes = nullptr) const;
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// Casts a ray on the mesh and returns all hits
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// Casts a ray on the mesh and returns all hits
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std::vector<hit_result> query_ray_hits(const Vec3d &s, const Vec3d &dir) const;
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std::vector<hit_result> query_ray_hits(const Vec3d &s, const Vec3d &dir) const;
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// Iterates over hits and holes and returns the true hit, possibly
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// Iterates over hits and holes and returns the true hit, possibly
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// on the inside of a hole.
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// on the inside of a hole.
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hit_result filter_hits(const std::vector<EigenMesh3D::hit_result>& obj_hits,
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hit_result filter_hits(const std::vector<EigenMesh3D::hit_result>& obj_hits) const;
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const std::vector<DrainHole>& holes) const;
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class si_result {
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class si_result {
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double m_value;
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double m_value;
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#include <libslic3r/TriangleMesh.hpp>
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#include <libslic3r/TriangleMesh.hpp>
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#include <libslic3r/SLA/Hollowing.hpp>
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#include <libslic3r/SLA/Hollowing.hpp>
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#include <libslic3r/SLA/Contour3D.hpp>
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#include <libslic3r/SLA/Contour3D.hpp>
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#include <libslic3r/SLA/EigenMesh3D.hpp>
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#include <boost/log/trivial.hpp>
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#include <boost/log/trivial.hpp>
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@ -152,7 +153,7 @@ bool DrainHole::get_intersections(const Vec3f& s, const Vec3f& dir,
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const Eigen::ParametrizedLine<float, 3> ray(s, dir.normalized());
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const Eigen::ParametrizedLine<float, 3> ray(s, dir.normalized());
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for (size_t i=0; i<2; ++i)
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for (size_t i=0; i<2; ++i)
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out[i] = std::make_pair(std::nan(""), Vec3d::Zero());
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out[i] = std::make_pair(sla::EigenMesh3D::hit_result::infty(), Vec3d::Zero());
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const float sqr_radius = pow(radius, 2.f);
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const float sqr_radius = pow(radius, 2.f);
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@ -170,6 +171,11 @@ bool DrainHole::get_intersections(const Vec3f& s, const Vec3f& dir,
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if (! is_approx(ray.direction().dot(normal), 0.f)) {
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if (! is_approx(ray.direction().dot(normal), 0.f)) {
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for (size_t i=1; i<=1; --i) {
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for (size_t i=1; i<=1; --i) {
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Vec3f cylinder_center = pos+i*height*normal;
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Vec3f cylinder_center = pos+i*height*normal;
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if (i == 0) {
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// The hole base can be identical to mesh surface if it is flat
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// let's better move the base outward a bit
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cylinder_center -= EPSILON*normal;
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}
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base = Eigen::Hyperplane<float, 3>(normal, cylinder_center);
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base = Eigen::Hyperplane<float, 3>(normal, cylinder_center);
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Vec3f intersection = ray.intersectionPoint(base);
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Vec3f intersection = ray.intersectionPoint(base);
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// Only accept the point if it is inside the cylinder base.
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// Only accept the point if it is inside the cylinder base.
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@ -184,7 +190,7 @@ bool DrainHole::get_intersections(const Vec3f& s, const Vec3f& dir,
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{
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{
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// In case the line was perpendicular to the cylinder axis, previous
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// In case the line was perpendicular to the cylinder axis, previous
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// block was skipped, but base will later be assumed to be valid.
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// block was skipped, but base will later be assumed to be valid.
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base = Eigen::Hyperplane<float, 3>(normal, pos);
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base = Eigen::Hyperplane<float, 3>(normal, pos-EPSILON*normal);
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}
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}
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// In case there is still an intersection to be found, check the wall
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// In case there is still an intersection to be found, check the wall
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@ -77,9 +77,6 @@ void SupportPointGenerator::project_onto_mesh(std::vector<sla::SupportPoint>& po
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m_throw_on_cancel();
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m_throw_on_cancel();
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Vec3f& p = points[point_id].pos;
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Vec3f& p = points[point_id].pos;
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// Project the point upward and downward and choose the closer intersection with the mesh.
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// Project the point upward and downward and choose the closer intersection with the mesh.
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//bool up = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., 1.), m_V, m_F, hit_up);
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//bool down = igl::ray_mesh_intersect(p.cast<float>(), Vec3f(0., 0., -1.), m_V, m_F, hit_down);
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sla::EigenMesh3D::hit_result hit_up = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., 1.));
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sla::EigenMesh3D::hit_result hit_up = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., 1.));
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sla::EigenMesh3D::hit_result hit_down = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., -1.));
|
sla::EigenMesh3D::hit_result hit_down = m_emesh.query_ray_hit(p.cast<double>(), Vec3d(0., 0., -1.));
|
||||||
|
|
||||||
|
@ -90,10 +87,6 @@ void SupportPointGenerator::project_onto_mesh(std::vector<sla::SupportPoint>& po
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
sla::EigenMesh3D::hit_result& hit = (!down || (hit_up.distance() < hit_down.distance())) ? hit_up : hit_down;
|
sla::EigenMesh3D::hit_result& hit = (!down || (hit_up.distance() < hit_down.distance())) ? hit_up : hit_down;
|
||||||
//int fid = hit.face();
|
|
||||||
//Vec3f bc(1-hit.u-hit.v, hit.u, hit.v);
|
|
||||||
//p = (bc(0) * m_V.row(m_F(fid, 0)) + bc(1) * m_V.row(m_F(fid, 1)) + bc(2)*m_V.row(m_F(fid, 2))).cast<float>();
|
|
||||||
|
|
||||||
p = p + (hit.distance() * hit.direction()).cast<float>();
|
p = p + (hit.distance() * hit.direction()).cast<float>();
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
|
@ -778,7 +778,7 @@ void SupportTreeBuildsteps::filter()
|
||||||
nn = Vec3d(std::cos(azimuth) * std::sin(polar),
|
nn = Vec3d(std::cos(azimuth) * std::sin(polar),
|
||||||
std::sin(azimuth) * std::sin(polar),
|
std::sin(azimuth) * std::sin(polar),
|
||||||
std::cos(polar)).normalized();
|
std::cos(polar)).normalized();
|
||||||
t = oresult.score;
|
t = EigenMesh3D::hit_result(oresult.score);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -254,6 +254,11 @@ void SLAPrint::Steps::support_points(SLAPrintObject &po)
|
||||||
// calculate heights of slices (slices are calculated already)
|
// calculate heights of slices (slices are calculated already)
|
||||||
const std::vector<float>& heights = po.m_model_height_levels;
|
const std::vector<float>& heights = po.m_model_height_levels;
|
||||||
|
|
||||||
|
// Tell the mesh where drain holes are. Although the points are
|
||||||
|
// calculated on slices, the algorithm then raycasts the points
|
||||||
|
// so they actually lie on the mesh.
|
||||||
|
po.m_supportdata->emesh.load_holes(po.transformed_drainhole_points());
|
||||||
|
|
||||||
throw_if_canceled();
|
throw_if_canceled();
|
||||||
sla::SupportPointGenerator::Config config;
|
sla::SupportPointGenerator::Config config;
|
||||||
const SLAPrintObjectConfig& cfg = po.config();
|
const SLAPrintObjectConfig& cfg = po.config();
|
||||||
|
@ -321,6 +326,7 @@ void SLAPrint::Steps::support_tree(SLAPrintObject &po)
|
||||||
po.m_supportdata->emesh.ground_level_offset(pcfg.wall_thickness_mm);
|
po.m_supportdata->emesh.ground_level_offset(pcfg.wall_thickness_mm);
|
||||||
|
|
||||||
po.m_supportdata->cfg = make_support_cfg(po.m_config);
|
po.m_supportdata->cfg = make_support_cfg(po.m_config);
|
||||||
|
po.m_supportdata->emesh.load_holes(po.transformed_drainhole_points());
|
||||||
|
|
||||||
// scaling for the sub operations
|
// scaling for the sub operations
|
||||||
double d = objectstep_scale * OBJ_STEP_LEVELS[slaposSupportTree] / 100.0;
|
double d = objectstep_scale * OBJ_STEP_LEVELS[slaposSupportTree] / 100.0;
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue