Implemented loading of hollowed SLA mesh into the scene

in place of the normal mesh.

WIP: The code is inefficient (it does not store the timestamp
of the hollowed mesh, therefore it refreshes the hollowed mesh on each
scene update) and if the hollowing gets invalidated, the original mesh
is currently not being reloaded and the hollowed mesh is still visible.
This commit is contained in:
bubnikv 2020-01-30 17:58:40 +01:00
parent a6f7fc93f4
commit 9ef65b23d8
2 changed files with 42 additions and 45 deletions

View file

@ -1103,6 +1103,8 @@ const ExPolygons &SliceRecord::get_slice(SliceOrigin o) const
bool SLAPrintObject::has_mesh(SLAPrintObjectStep step) const
{
switch (step) {
case slaposHollowing:
return m_hollowing_data && !m_hollowing_data->hollow_mesh_with_holes.empty();
case slaposSupportTree:
return ! this->support_mesh().empty();
case slaposPad: