Fixed conflicts after merge with master and ported changes into gouraud shaders to gouraud_mod shaders

This commit is contained in:
enricoturri1966 2021-10-19 11:27:11 +02:00
commit 2c0815f537
72 changed files with 1750 additions and 1043 deletions

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@ -334,19 +334,7 @@ void GLVolume::SinkingContours::update()
MeshSlicingParams slicing_params;
slicing_params.trafo = m_parent.world_matrix();
Polygons polygons = union_(slice_mesh(mesh.its, 0.0f, slicing_params));
for (Polygon& polygon : polygons) {
if (polygon.is_clockwise())
polygon.reverse();
Polygons outer_polys = offset(polygon, float(scale_(HalfWidth)));
assert(outer_polys.size() == 1);
if (outer_polys.empty())
// no outer contour, skip
continue;
ExPolygon expoly(std::move(outer_polys.front()));
expoly.holes = offset(polygon, -float(scale_(HalfWidth)));
polygons_reverse(expoly.holes);
for (ExPolygon &expoly : diff_ex(expand(polygons, float(scale_(HalfWidth))), shrink(polygons, float(scale_(HalfWidth))))) {
GUI::GLModel::InitializationData::Entity entity;
entity.type = GUI::GLModel::PrimitiveType::Triangles;
const std::vector<Vec3d> triangulation = triangulate_expolygon_3d(expoly);