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Support larger printer sizes by using 64-bit.
SuperSlicer is referenced for some changes. Co-authored-by: Merill <merill@free.fr>
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87 changed files with 380 additions and 362 deletions
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@ -19,7 +19,7 @@ std::vector<Vec3f> NormalUtils::create_triangle_normals(
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{
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std::vector<Vec3f> normals;
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normals.reserve(its.indices.size());
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for (const Vec3crd &index : its.indices) {
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for (const auto &index : its.indices) {
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normals.push_back(create_triangle_normal(index, its.vertices));
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}
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return normals;
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@ -31,7 +31,7 @@ NormalUtils::Normals NormalUtils::create_normals_average_neighbor(
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size_t count_vertices = its.vertices.size();
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std::vector<Vec3f> normals(count_vertices, Vec3f(.0f, .0f, .0f));
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std::vector<unsigned int> count(count_vertices, 0);
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for (const Vec3crd &indice : its.indices) {
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for (const auto &indice : its.indices) {
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Vec3f normal = create_triangle_normal(indice, its.vertices);
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for (int i = 0; i < 3; ++i) {
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normals[indice[i]] += normal;
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@ -48,7 +48,7 @@ NormalUtils::Normals NormalUtils::create_normals_average_neighbor(
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// calc triangle angle of vertex defined by index to triangle indices
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float NormalUtils::indice_angle(int i,
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const Vec3crd & indice,
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const Vec3i32 & indice,
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const std::vector<stl_vertex> &vertices)
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{
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int i1 = (i == 0) ? 2 : (i - 1);
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@ -74,7 +74,7 @@ NormalUtils::Normals NormalUtils::create_normals_angle_weighted(
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size_t count_vertices = its.vertices.size();
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std::vector<Vec3f> normals(count_vertices, Vec3f(.0f, .0f, .0f));
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std::vector<float> count(count_vertices, 0.f);
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for (const Vec3crd &indice : its.indices) {
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for (const auto &indice : its.indices) {
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Vec3f normal = create_triangle_normal(indice, its.vertices);
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Vec3f angles(indice_angle(0, indice, its.vertices),
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indice_angle(1, indice, its.vertices), 0.f);
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@ -100,7 +100,7 @@ NormalUtils::Normals NormalUtils::create_normals_nelson_weighted(
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std::vector<Vec3f> normals(count_vertices, Vec3f(.0f, .0f, .0f));
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std::vector<float> count(count_vertices, 0.f);
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const std::vector<stl_vertex> &vertices = its.vertices;
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for (const Vec3crd &indice : its.indices) {
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for (const auto &indice : its.indices) {
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Vec3f normal = create_triangle_normal(indice, vertices);
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const stl_vertex &v0 = vertices[indice[0]];
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