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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-25 07:34:03 -06:00
Removed some unused code
- removed define USE_AABB_INDIRECT (which switched between old and new AABB implementation) - removed define SLIC3R_SLA_NEEDS_WINDTREE (relied on igl and was not used anyway) - new define SLIC3R_HOLE_RAYCASTER (hides currently unused code) - slight include cleanup - removed obsolete source file SupportTreeIGL.cpp
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5 changed files with 45 additions and 714 deletions
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@ -2,7 +2,16 @@
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#define SLA_EIGENMESH3D_H
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#include <libslic3r/SLA/Common.hpp>
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#include "libslic3r/SLA/Hollowing.hpp"
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// There is an implementation of a hole-aware raycaster that was eventually
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// not used in production version. It is now hidden under following define
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// for possible future use.
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//#define SLIC3R_HOLE_RAYCASTER
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#ifdef SLIC3R_HOLE_RAYCASTER
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#include "libslic3r/SLA/Hollowing.hpp"
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#endif
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namespace Slic3r {
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@ -27,9 +36,11 @@ class EigenMesh3D {
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std::unique_ptr<AABBImpl> m_aabb;
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#ifdef SLIC3R_HOLE_RAYCASTER
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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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#endif
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public:
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@ -88,25 +99,27 @@ public:
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return is_hit() && normal().dot(m_dir) > 0;
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}
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};
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#ifdef SLIC3R_HOLE_RAYCASTER
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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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hit_result query_ray_hit(const Vec3d &s, const Vec3d &dir) const;
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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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// 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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// This function is currently not used anywhere, it was written when the
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// holes were subtracted on slices, that is, before we started using CGAL
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// to actually cut the holes into the mesh.
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hit_result filter_hits(const std::vector<EigenMesh3D::hit_result>& obj_hits) const;
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#endif
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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, const Vec3d &dir) const;
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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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class si_result {
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double m_value;
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@ -125,13 +138,6 @@ public:
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int F_idx() const { return m_fidx; }
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};
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#ifdef SLIC3R_SLA_NEEDS_WINDTREE
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// The signed distance from a point to the mesh. Outputs the distance,
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// the index of the triangle and the closest point in mesh coordinate space.
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si_result signed_distance(const Vec3d& p) const;
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bool inside(const Vec3d& p) const;
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#endif /* SLIC3R_SLA_NEEDS_WINDTREE */
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double squared_distance(const Vec3d& p, int& i, Vec3d& c) const;
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inline double squared_distance(const Vec3d &p) const
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