Fixed FFF slicing of meshes with left hand oriented transformations applied.
Slight optimization of FFF slicing - optimized copy of an object with just a single volume.
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@ -1790,15 +1790,16 @@ std::vector<ExPolygons> PrintObject::_slice_volumes(const std::vector<float> &z,
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if (! volumes.empty()) {
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// Compose mesh.
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//FIXME better to perform slicing over each volume separately and then to use a Boolean operation to merge them.
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TriangleMesh mesh;
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for (const ModelVolume *v : volumes)
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{
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TriangleMesh vol_mesh(v->mesh);
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vol_mesh.transform(v->get_matrix());
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TriangleMesh mesh(volumes.front()->mesh);
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mesh.transform(volumes.front()->get_matrix(), true);
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for (size_t idx_volume = 1; idx_volume < volumes.size(); ++ idx_volume) {
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const ModelVolume &model_volume = *volumes[idx_volume];
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TriangleMesh vol_mesh(model_volume.mesh);
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vol_mesh.transform(model_volume.get_matrix(), true);
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mesh.merge(vol_mesh);
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}
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if (mesh.stl.stats.number_of_facets > 0) {
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mesh.transform(m_trafo);
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mesh.transform(m_trafo, true);
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// apply XY shift
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mesh.translate(- unscale<float>(m_copies_shift(0)), - unscale<float>(m_copies_shift(1)), 0);
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// perform actual slicing
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@ -1819,9 +1820,9 @@ std::vector<ExPolygons> PrintObject::_slice_volume(const std::vector<float> &z,
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// Compose mesh.
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//FIXME better to perform slicing over each volume separately and then to use a Boolean operation to merge them.
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TriangleMesh mesh(volume.mesh);
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mesh.transform(volume.get_matrix());
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mesh.transform(volume.get_matrix(), true);
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if (mesh.stl.stats.number_of_facets > 0) {
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mesh.transform(m_trafo);
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mesh.transform(m_trafo, true);
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// apply XY shift
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mesh.translate(- unscale<float>(m_copies_shift(0)), - unscale<float>(m_copies_shift(1)), 0);
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// perform actual slicing
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@ -314,10 +314,15 @@ void TriangleMesh::mirror(const Axis &axis)
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stl_invalidate_shared_vertices(&this->stl);
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}
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void TriangleMesh::transform(const Transform3d& t)
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void TriangleMesh::transform(const Transform3d& t, bool fix_left_handed)
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{
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stl_transform(&stl, t);
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stl_invalidate_shared_vertices(&stl);
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if (fix_left_handed && t.matrix().block(0, 0, 3, 3).determinant() < 0.) {
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// Left handed transformation is being applied. It is a good idea to flip the faces and their normals.
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this->repair();
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stl_reverse_all_facets(&stl);
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}
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}
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void TriangleMesh::align_to_origin()
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@ -49,7 +49,7 @@ public:
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void mirror_x() { this->mirror(X); }
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void mirror_y() { this->mirror(Y); }
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void mirror_z() { this->mirror(Z); }
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void transform(const Transform3d& t);
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void transform(const Transform3d& t, bool fix_left_handed = false);
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void align_to_origin();
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void rotate(double angle, Point* center);
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TriangleMeshPtrs split() const;
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