Sharing TriangleMesh objects between the front end (UI) and back end

(background processing)
This commit is contained in:
bubnikv 2019-06-11 17:08:47 +02:00
parent 5fc465b7e8
commit 0bb8ee149e
20 changed files with 254 additions and 193 deletions
src/slic3r/GUI

View file

@ -261,7 +261,7 @@ wxString ObjectList::get_mesh_errors_list(const int obj_idx, const int vol_idx /
const stl_stats& stats = vol_idx == -1 ?
(*m_objects)[obj_idx]->get_object_stl_stats() :
(*m_objects)[obj_idx]->volumes[vol_idx]->mesh.stl.stats;
(*m_objects)[obj_idx]->volumes[vol_idx]->mesh().stl.stats;
std::map<std::string, int> error_msg = {
{ L("degenerate facets"), stats.degenerate_facets },
@ -1592,7 +1592,7 @@ void ObjectList::load_generic_subobject(const std::string& type_name, const Mode
// First (any) GLVolume of the selected instance. They all share the same instance matrix.
const GLVolume* v = selection.get_volume(*selection.get_volume_idxs().begin());
// Transform the new modifier to be aligned with the print bed.
const BoundingBoxf3 mesh_bb = new_volume->mesh.bounding_box();
const BoundingBoxf3 mesh_bb = new_volume->mesh().bounding_box();
new_volume->set_transformation(volume_to_bed_transformation(v->get_instance_transformation(), mesh_bb));
// Set the modifier position.
auto offset = (type_name == "Slab") ?