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https://github.com/SoftFever/OrcaSlicer.git
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fix default bed triangles and check_outside & intersect_instance
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parent
0d20f13196
commit
87ba3263cc
3 changed files with 15 additions and 10 deletions
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@ -1724,15 +1724,17 @@ bool PartPlate::check_outside(int obj_id, int instance_id, BoundingBoxf3* boundi
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ModelInstance* instance = object->instances[instance_id];
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BoundingBoxf3 instance_box = bounding_box? *bounding_box: object->instance_convex_hull_bounding_box(instance_id);
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Polygon hull = instance->convex_hull_2d();
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Vec3d up_point(m_origin.x() + m_width + Slic3r::BuildVolume::SceneEpsilon, m_origin.y() + m_depth + Slic3r::BuildVolume::SceneEpsilon, m_origin.z() + m_height + Slic3r::BuildVolume::SceneEpsilon);
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Vec3d low_point(m_origin.x() - Slic3r::BuildVolume::SceneEpsilon, m_origin.y() - Slic3r::BuildVolume::SceneEpsilon, m_origin.z() - Slic3r::BuildVolume::SceneEpsilon);
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Vec3d up_point = m_bounding_box.max + Vec3d(Slic3r::BuildVolume::SceneEpsilon, Slic3r::BuildVolume::SceneEpsilon,
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m_origin.z() + m_height + Slic3r::BuildVolume::SceneEpsilon);
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Vec3d low_point = m_bounding_box.min + Vec3d(-Slic3r::BuildVolume::SceneEpsilon, -Slic3r::BuildVolume::SceneEpsilon,
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m_origin.z() - Slic3r::BuildVolume::SceneEpsilon);
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BoundingBoxf3 plate_box(low_point, up_point);
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if (plate_box.contains(instance_box))
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{
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if (m_exclude_bounding_box.size() > 0)
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{
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Polygon hull = instance->convex_hull_2d();
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int index;
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for (index = 0; index < m_exclude_bounding_box.size(); index ++)
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{
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@ -1769,8 +1771,12 @@ bool PartPlate::intersect_instance(int obj_id, int instance_id, BoundingBoxf3* b
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ModelObject* object = m_model->objects[obj_id];
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ModelInstance* instance = object->instances[instance_id];
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BoundingBoxf3 instance_box = bounding_box? *bounding_box: object->instance_convex_hull_bounding_box(instance_id);
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Vec3d up_point(m_origin.x() + m_width, m_origin.y() + m_depth, m_origin.z() + m_height);
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Vec3d low_point(m_origin.x(), m_origin.y(), m_origin.z() - 5.0f);
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Vec3d up_point =
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m_bounding_box.max + Vec3d(Slic3r::BuildVolume::SceneEpsilon, Slic3r::BuildVolume::SceneEpsilon,
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m_origin.z() + m_height + Slic3r::BuildVolume::SceneEpsilon);
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Vec3d low_point =
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m_bounding_box.min + Vec3d(-Slic3r::BuildVolume::SceneEpsilon, -Slic3r::BuildVolume::SceneEpsilon,
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m_origin.z() - Slic3r::BuildVolume::SceneEpsilon);
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BoundingBoxf3 plate_box(low_point, up_point);
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result = plate_box.intersects(instance_box);
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