Tech ENABLE_SEQUENTIAL_LIMITS -> Another improvement in performance when showing sequential print clearance regions contours while dragging objects

This commit is contained in:
enricoturri1966 2021-05-24 13:22:37 +02:00
parent 29912b1ac2
commit 40b97c33c5

View file

@ -3780,34 +3780,34 @@ void GLCanvas3D::update_sequential_clearance()
if (current_printer_technology() != ptFFF || !fff_print()->config().complete_objects)
return;
struct Instance
{
int object_id;
int instance_id;
Transform3d transform;
};
std::vector<Instance> instances;
// collects instance transformations from volumes
// first define temporary cache
std::vector<std::vector<std::pair<bool, Transform3d>>> instance_transforms;
for (size_t o = 0; o < m_model->objects.size(); ++o) {
instance_transforms.emplace_back(std::vector<std::pair<bool, Transform3d>>());
const ModelObject* model_object = m_model->objects[o];
for (size_t i = 0; i < model_object->instances.size(); ++i) {
instance_transforms[o].emplace_back(false, Transform3d());
}
}
// second fill temporary cache with data from volumes
for (const GLVolume* v : m_volumes.volumes) {
if (v->is_modifier || v->is_wipe_tower)
continue;
const int object_id = v->object_idx();
const int instance_id = v->instance_idx();
// update instances list
auto inst_it = std::find_if(instances.begin(), instances.end(), [object_id, instance_id](const Instance& i) { return i.object_id == object_id && i.instance_id == instance_id; });
if (inst_it == instances.end()) {
const Instance instance = { object_id, instance_id, v->get_instance_transformation().get_matrix() };
instances.emplace_back(instance);
auto& [already_set, transform] = instance_transforms[v->object_idx()][v->instance_idx()];
if (!already_set) {
transform = v->get_instance_transformation().get_matrix();
already_set = true;
}
}
// calculates objects 2d hulls (see also: Print::sequential_print_horizontal_clearance_valid())
// this is done only the first time this method is called while moving the mouse,
// the results are then cached for following displacements
if (m_sequential_print_clearance_first_displacement) {
m_sequential_print_clearance.m_hull_2d_cache.clear();
// calculates objects 2d hulls (see also: Print::sequential_print_horizontal_clearance_valid())
// and caches them for following displacements
float shrink_factor = static_cast<float>(scale_(0.5 * fff_print()->config().extruder_clearance_radius.value - EPSILON));
double mitter_limit = scale_(0.1);
int obj_id = 0;
@ -3833,17 +3833,14 @@ void GLCanvas3D::update_sequential_clearance()
// calculates instances 2d hulls (see also: Print::sequential_print_horizontal_clearance_valid())
Polygons polygons;
for (size_t i = 0; i < m_model->objects.size(); ++i) {
// instances 2d hulls
for (const Instance& inst : instances) {
if (inst.object_id != static_cast<int>(i))
continue;
for (size_t i = 0; i < instance_transforms.size(); ++i) {
const auto& object = instance_transforms[i];
for (const auto& instance : object) {
Points inst_pts;
inst_pts.reserve(m_sequential_print_clearance.m_hull_2d_cache[i].size());
for (size_t j = 0; j < m_sequential_print_clearance.m_hull_2d_cache[i].size(); ++j) {
const Vec3d& p = m_sequential_print_clearance.m_hull_2d_cache[i][j];
const Vec3d inst_p = inst.transform * p;
const Vec3d inst_p = instance.second * p;
inst_pts.emplace_back(scaled<double>(inst_p.x()), scaled<double>(inst_p.y()));
}
@ -3851,6 +3848,7 @@ void GLCanvas3D::update_sequential_clearance()
}
}
// sends instances 2d hulls to be rendered
set_sequential_print_clearance(polygons, false);
}
#endif // ENABLE_SEQUENTIAL_LIMITS