New FDM support sparse infill zig-zag algorithm.

Fixed some old support and infill issues.

Fixes support problem #4295
Fixes Parts of interface layer extends beyond supports and cannot be printed
Fixes support missing under horizontal overhang #6058
Fixes Slicer double-traces small sections of Rectilinear Supports, causes
Fixes plastic buildup and nozzle crashes #4951
Fixes Add "Angle Interface layers" #2969
This commit is contained in:
Vojtech Bubnik 2021-04-08 15:29:40 +02:00
parent 0db55a0699
commit 8fd731f7a0
18 changed files with 1473 additions and 285 deletions

View file

@ -225,24 +225,11 @@ BoundingBox3Base<PointClass>::max_size() const
template coordf_t BoundingBox3Base<Vec3f>::max_size() const;
template coordf_t BoundingBox3Base<Vec3d>::max_size() const;
// Align a coordinate to a grid. The coordinate may be negative,
// the aligned value will never be bigger than the original one.
static inline coord_t _align_to_grid(const coord_t coord, const coord_t spacing) {
// Current C++ standard defines the result of integer division to be rounded to zero,
// for both positive and negative numbers. Here we want to round down for negative
// numbers as well.
coord_t aligned = (coord < 0) ?
((coord - spacing + 1) / spacing) * spacing :
(coord / spacing) * spacing;
assert(aligned <= coord);
return aligned;
}
void BoundingBox::align_to_grid(const coord_t cell_size)
{
if (this->defined) {
min(0) = _align_to_grid(min(0), cell_size);
min(1) = _align_to_grid(min(1), cell_size);
min(0) = Slic3r::align_to_grid(min(0), cell_size);
min(1) = Slic3r::align_to_grid(min(1), cell_size);
}
}