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Bugfix: crash when rendering lines with zero length in 3D preview. #2569
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8 changed files with 35 additions and 30 deletions
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@ -2,25 +2,33 @@
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namespace Slic3r {
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// caller is responsible for supplying NO lines with zero length
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void
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_3DScene::_extrusionentity_to_verts_do(const Lines &lines, const std::vector<double> &widths,
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const std::vector<double> &heights, bool closed, double top_z, const Point ©,
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GLVertexArray* qverts, GLVertexArray* tverts)
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{
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/* It looks like it's faster without reserving capacity...
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// each segment has 4 quads, thus 16 vertices; + 2 caps
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qverts->reserve_more(3 * 4 * (4 * lines.size() + 2));
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// two triangles for each corner
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tverts->reserve_more(3 * 3 * 2 * (lines.size() + 1));
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*/
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Line prev_line;
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Pointf prev_b1, prev_b2;
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Vectorf3 prev_xy_left_normal, prev_xy_right_normal;
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// loop once more in case of closed loops
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bool first_done = false;
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for (int i = 0; i <= lines.size(); ++i) {
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for (size_t i = 0; i <= lines.size(); ++i) {
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if (i == lines.size()) i = 0;
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const Line &line = lines.at(i);
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if (i == 0 && first_done && !closed) break;
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double len = line.length();
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if (len == 0) continue;
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double unscaled_len = unscale(len);
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double bottom_z = top_z - heights.at(i);
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@ -52,7 +60,6 @@ _3DScene::_extrusionentity_to_verts_do(const Lines &lines, const std::vector<dou
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// if we're making a ccw turn, draw the triangles on the right side, otherwise draw them on the left side
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double ccw = line.b.ccw(prev_line);
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if (ccw > EPSILON) {
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tverts->reserve_more(6);
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// top-right vertex triangle between previous line and this one
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{
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// use the normal going to the right calculated for the previous line
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@ -82,7 +89,6 @@ _3DScene::_extrusionentity_to_verts_do(const Lines &lines, const std::vector<dou
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tverts->push_vert(a1.x, a1.y, middle_z);
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}
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} else if (ccw < -EPSILON) {
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tverts->reserve_more(6);
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// top-left vertex triangle between previous line and this one
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{
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// use the normal going to the left calculated for the previous line
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@ -126,8 +132,6 @@ _3DScene::_extrusionentity_to_verts_do(const Lines &lines, const std::vector<dou
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if (!closed) {
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// terminate open paths with caps
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if (i == 0) {
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qverts->reserve_more(4);
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// normal pointing downwards
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qverts->push_norm(0,0,-1);
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qverts->push_vert(a.x, a.y, bottom_z);
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@ -144,8 +148,6 @@ _3DScene::_extrusionentity_to_verts_do(const Lines &lines, const std::vector<dou
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qverts->push_norm(xy_left_normal);
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qverts->push_vert(a2.x, a2.y, middle_z);
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} else if (i == lines.size()-1) {
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qverts->reserve_more(4);
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// normal pointing downwards
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qverts->push_norm(0,0,-1);
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qverts->push_vert(b.x, b.y, bottom_z);
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@ -164,8 +166,6 @@ _3DScene::_extrusionentity_to_verts_do(const Lines &lines, const std::vector<dou
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}
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}
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qverts->reserve_more(16);
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// bottom-right face
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{
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// normal going downwards
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@ -228,7 +228,7 @@ _3DScene::_extrusionentity_to_verts_do(const Lines &lines, const std::vector<dou
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void
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GLVertexArray::load_mesh(const TriangleMesh &mesh)
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{
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this->reserve_more(3 * mesh.facets_count());
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this->reserve_more(3 * 3 * mesh.facets_count());
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for (int i = 0; i < mesh.stl.stats.number_of_facets; ++i) {
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stl_facet &facet = mesh.stl.facet_start[i];
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