Merge branch 'master' of https://github.com/prusa3d/Slic3r into et_canvas_gui_refactoring
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commit
52f11a6f0d
@ -89,7 +89,7 @@ Then `cd` into the `deps` directory and use these commands to build:
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You can also use the Visual Studio GUI or other generators as mentioned above.
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The `DESTDIR` option is the location where the bundle will be installed.
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This may be customized. If you leave it empty, the `DESTDIR` will be places inside the same `build` directory.
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This may be customized. If you leave it empty, the `DESTDIR` will be placed inside the same `build` directory.
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Warning: If the `build` directory is nested too deep inside other folders, various file paths during the build
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become too long and the build might fail due to file writing errors. For this reason, it is recommended to
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@ -2408,6 +2408,9 @@ std::string GCode::_extrude(const ExtrusionPath &path, std::string description,
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{
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std::string gcode;
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if (is_bridge(path.role()))
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description += " (bridge)";
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// go to first point of extrusion path
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if (!m_last_pos_defined || m_last_pos != path.first_point()) {
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gcode += this->travel_to(
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@ -350,10 +350,10 @@ public:
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}
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const PrintObjects& objects() const { return m_objects; }
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const SLAPrintConfig& print_config() const { return m_print_config; }
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const SLAPrinterConfig& printer_config() const { return m_printer_config; }
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const SLAMaterialConfig& material_config() const { return m_material_config; }
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const SLAPrintConfig& print_config() const { return m_print_config; }
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const SLAPrinterConfig& printer_config() const { return m_printer_config; }
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const SLAMaterialConfig& material_config() const { return m_material_config; }
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const SLAPrintObjectConfig& default_object_config() const { return m_default_object_config; }
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std::string output_filename() const override;
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@ -3986,23 +3986,28 @@ void GLCanvas3D::_render_sla_slices() const
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if ((bottom_obj_triangles.empty() || bottom_sup_triangles.empty() || top_obj_triangles.empty() || top_sup_triangles.empty()) && obj->is_step_done(slaposIndexSlices))
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{
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double layer_height = print->default_object_config().layer_height.value;
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double initial_layer_height = print->material_config().initial_layer_height.value;
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LevelID key_zero = obj->get_slice_records().begin()->key();
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LevelID key_low = LevelID((clip_min_z - initial_layer_height) / SCALING_FACTOR) + key_zero;
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// Slice at the center of the slab starting at clip_min_z will be rendered for the lower plane.
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LevelID key_low = LevelID((clip_min_z - initial_layer_height + layer_height) / SCALING_FACTOR) + key_zero;
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// Slice at the center of the slab ending at clip_max_z will be rendered for the upper plane.
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LevelID key_high = LevelID((clip_max_z - initial_layer_height) / SCALING_FACTOR) + key_zero;
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auto slice_range = obj->get_slice_records(key_low - LevelID(SCALED_EPSILON), key_high - LevelID(SCALED_EPSILON));
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auto it_low = slice_range.begin();
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auto it_high = std::prev(slice_range.end());
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// Offset to avoid OpenGL Z fighting between the object's horizontal surfaces and the triangluated surfaces of the cuts.
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double plane_shift_z = 0.002f;
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if (! it_low.is_end() && it_low->key() < key_low + LevelID(SCALED_EPSILON)) {
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const ExPolygons& obj_bottom = obj->get_slices_from_record(it_low, soModel);
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const ExPolygons& sup_bottom = obj->get_slices_from_record(it_low, soSupport);
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// calculate model bottom cap
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if (bottom_obj_triangles.empty() && !obj_bottom.empty())
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bottom_obj_triangles = triangulate_expolygons_3d(obj_bottom, clip_min_z, true);
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bottom_obj_triangles = triangulate_expolygons_3d(obj_bottom, clip_min_z - plane_shift_z, true);
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// calculate support bottom cap
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if (bottom_sup_triangles.empty() && !sup_bottom.empty())
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bottom_sup_triangles = triangulate_expolygons_3d(sup_bottom, clip_min_z, true);
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bottom_sup_triangles = triangulate_expolygons_3d(sup_bottom, clip_min_z - plane_shift_z, true);
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}
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if (! it_high.is_end() && it_high->key() < key_high + LevelID(SCALED_EPSILON)) {
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@ -4010,10 +4015,10 @@ void GLCanvas3D::_render_sla_slices() const
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const ExPolygons& sup_top = obj->get_slices_from_record(it_high, soSupport);
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// calculate model top cap
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if (top_obj_triangles.empty() && !obj_top.empty())
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top_obj_triangles = triangulate_expolygons_3d(obj_top, clip_max_z, false);
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top_obj_triangles = triangulate_expolygons_3d(obj_top, clip_max_z + plane_shift_z, false);
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// calculate support top cap
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if (top_sup_triangles.empty() && !sup_top.empty())
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top_sup_triangles = triangulate_expolygons_3d(sup_top, clip_max_z, false);
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top_sup_triangles = triangulate_expolygons_3d(sup_top, clip_max_z + plane_shift_z, false);
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}
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}
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@ -14,6 +14,7 @@
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#include <wx/menu.h>
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#include <wx/menuitem.h>
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#include <wx/filedlg.h>
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#include <wx/progdlg.h>
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#include <wx/dir.h>
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#include <wx/wupdlock.h>
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#include <wx/filefn.h>
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@ -279,31 +280,50 @@ void GUI_App::set_label_clr_sys(const wxColour& clr) {
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void GUI_App::recreate_GUI()
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{
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// Weird things happen as the Paint messages are floating around the windows being destructed.
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// Avoid the Paint messages by hiding the main window.
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// Also the application closes much faster without these unnecessary screen refreshes.
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// In addition, there were some crashes due to the Paint events sent to already destructed windows.
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mainframe->Show(false);
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const auto msg_name = _(L("Changing of an application language")) + dots;
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wxProgressDialog dlg(msg_name, msg_name);
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dlg.Pulse();
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// to make sure nobody accesses data from the soon-to-be-destroyed widgets:
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tabs_list.clear();
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plater_ = nullptr;
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dlg.Update(10, _(L("Recreating")) + dots);
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MainFrame* topwindow = mainframe;
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mainframe = new MainFrame();
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sidebar().obj_list()->init_objects(); // propagate model objects to object list
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if (topwindow) {
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SetTopWindow(mainframe);
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dlg.Update(30, _(L("Recreating")) + dots);
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topwindow->Destroy();
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}
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dlg.Update(80, _(L("Loading of a current presets")) + dots);
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m_printhost_job_queue.reset(new PrintHostJobQueue(mainframe->printhost_queue_dlg()));
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load_current_presets();
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mainframe->Show(true);
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// On OSX the UI was not initialized correctly if the wizard was called
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// before the UI was up and running.
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CallAfter([]() {
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// Run the config wizard, don't offer the "reset user profile" checkbox.
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config_wizard_startup(true);
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});
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dlg.Update(90, _(L("Loading of a mode view")) + dots);
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update_mode();
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// #ys_FIXME_delete_after_testing Do we still need this ?
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// CallAfter([]() {
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// // Run the config wizard, don't offer the "reset user profile" checkbox.
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// config_wizard_startup(true);
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// });
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}
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void GUI_App::system_info()
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@ -853,7 +853,9 @@ void Sidebar::update_mode_sizer() const
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void Sidebar::update_reslice_btn_tooltip() const
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{
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const wxString tooltip = m_mode == comSimple ? wxString("") : _(L("Hold Shift to Slice & Export G-code"));
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wxString tooltip = wxString("Slice") + " [" + GUI::shortkey_ctrl_prefix() + "R]";
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if (m_mode != comSimple)
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tooltip += wxString("\n") + _(L("Hold Shift to Slice & Export G-code"));
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p->btn_reslice->SetToolTip(tooltip);
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}
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