Merge branch 'master' of https://github.com/prusa3d/Slic3r into et_canvas_gui_refactoring

This commit is contained in:
Enrico Turri 2019-03-26 14:08:46 +01:00
commit 52f11a6f0d
6 changed files with 48 additions and 18 deletions

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@ -89,7 +89,7 @@ Then `cd` into the `deps` directory and use these commands to build:
You can also use the Visual Studio GUI or other generators as mentioned above.
The `DESTDIR` option is the location where the bundle will be installed.
This may be customized. If you leave it empty, the `DESTDIR` will be places inside the same `build` directory.
This may be customized. If you leave it empty, the `DESTDIR` will be placed inside the same `build` directory.
Warning: If the `build` directory is nested too deep inside other folders, various file paths during the build
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,
{
std::string gcode;
if (is_bridge(path.role()))
description += " (bridge)";
// go to first point of extrusion path
if (!m_last_pos_defined || m_last_pos != path.first_point()) {
gcode += this->travel_to(

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@ -350,10 +350,10 @@ public:
}
const PrintObjects& objects() const { return m_objects; }
const SLAPrintConfig& print_config() const { return m_print_config; }
const SLAPrinterConfig& printer_config() const { return m_printer_config; }
const SLAMaterialConfig& material_config() const { return m_material_config; }
const SLAPrintConfig& print_config() const { return m_print_config; }
const SLAPrinterConfig& printer_config() const { return m_printer_config; }
const SLAMaterialConfig& material_config() const { return m_material_config; }
const SLAPrintObjectConfig& default_object_config() const { return m_default_object_config; }
std::string output_filename() const override;

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@ -3986,23 +3986,28 @@ void GLCanvas3D::_render_sla_slices() const
if ((bottom_obj_triangles.empty() || bottom_sup_triangles.empty() || top_obj_triangles.empty() || top_sup_triangles.empty()) && obj->is_step_done(slaposIndexSlices))
{
double layer_height = print->default_object_config().layer_height.value;
double initial_layer_height = print->material_config().initial_layer_height.value;
LevelID key_zero = obj->get_slice_records().begin()->key();
LevelID key_low = LevelID((clip_min_z - initial_layer_height) / SCALING_FACTOR) + key_zero;
// Slice at the center of the slab starting at clip_min_z will be rendered for the lower plane.
LevelID key_low = LevelID((clip_min_z - initial_layer_height + layer_height) / SCALING_FACTOR) + key_zero;
// Slice at the center of the slab ending at clip_max_z will be rendered for the upper plane.
LevelID key_high = LevelID((clip_max_z - initial_layer_height) / SCALING_FACTOR) + key_zero;
auto slice_range = obj->get_slice_records(key_low - LevelID(SCALED_EPSILON), key_high - LevelID(SCALED_EPSILON));
auto it_low = slice_range.begin();
auto it_high = std::prev(slice_range.end());
// Offset to avoid OpenGL Z fighting between the object's horizontal surfaces and the triangluated surfaces of the cuts.
double plane_shift_z = 0.002f;
if (! it_low.is_end() && it_low->key() < key_low + LevelID(SCALED_EPSILON)) {
const ExPolygons& obj_bottom = obj->get_slices_from_record(it_low, soModel);
const ExPolygons& sup_bottom = obj->get_slices_from_record(it_low, soSupport);
// calculate model bottom cap
if (bottom_obj_triangles.empty() && !obj_bottom.empty())
bottom_obj_triangles = triangulate_expolygons_3d(obj_bottom, clip_min_z, true);
bottom_obj_triangles = triangulate_expolygons_3d(obj_bottom, clip_min_z - plane_shift_z, true);
// calculate support bottom cap
if (bottom_sup_triangles.empty() && !sup_bottom.empty())
bottom_sup_triangles = triangulate_expolygons_3d(sup_bottom, clip_min_z, true);
bottom_sup_triangles = triangulate_expolygons_3d(sup_bottom, clip_min_z - plane_shift_z, true);
}
if (! it_high.is_end() && it_high->key() < key_high + LevelID(SCALED_EPSILON)) {
@ -4010,10 +4015,10 @@ void GLCanvas3D::_render_sla_slices() const
const ExPolygons& sup_top = obj->get_slices_from_record(it_high, soSupport);
// calculate model top cap
if (top_obj_triangles.empty() && !obj_top.empty())
top_obj_triangles = triangulate_expolygons_3d(obj_top, clip_max_z, false);
top_obj_triangles = triangulate_expolygons_3d(obj_top, clip_max_z + plane_shift_z, false);
// calculate support top cap
if (top_sup_triangles.empty() && !sup_top.empty())
top_sup_triangles = triangulate_expolygons_3d(sup_top, clip_max_z, false);
top_sup_triangles = triangulate_expolygons_3d(sup_top, clip_max_z + plane_shift_z, false);
}
}

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@ -14,6 +14,7 @@
#include <wx/menu.h>
#include <wx/menuitem.h>
#include <wx/filedlg.h>
#include <wx/progdlg.h>
#include <wx/dir.h>
#include <wx/wupdlock.h>
#include <wx/filefn.h>
@ -279,31 +280,50 @@ void GUI_App::set_label_clr_sys(const wxColour& clr) {
void GUI_App::recreate_GUI()
{
// Weird things happen as the Paint messages are floating around the windows being destructed.
// Avoid the Paint messages by hiding the main window.
// Also the application closes much faster without these unnecessary screen refreshes.
// In addition, there were some crashes due to the Paint events sent to already destructed windows.
mainframe->Show(false);
const auto msg_name = _(L("Changing of an application language")) + dots;
wxProgressDialog dlg(msg_name, msg_name);
dlg.Pulse();
// to make sure nobody accesses data from the soon-to-be-destroyed widgets:
tabs_list.clear();
plater_ = nullptr;
dlg.Update(10, _(L("Recreating")) + dots);
MainFrame* topwindow = mainframe;
mainframe = new MainFrame();
sidebar().obj_list()->init_objects(); // propagate model objects to object list
if (topwindow) {
SetTopWindow(mainframe);
dlg.Update(30, _(L("Recreating")) + dots);
topwindow->Destroy();
}
dlg.Update(80, _(L("Loading of a current presets")) + dots);
m_printhost_job_queue.reset(new PrintHostJobQueue(mainframe->printhost_queue_dlg()));
load_current_presets();
mainframe->Show(true);
// On OSX the UI was not initialized correctly if the wizard was called
// before the UI was up and running.
CallAfter([]() {
// Run the config wizard, don't offer the "reset user profile" checkbox.
config_wizard_startup(true);
});
dlg.Update(90, _(L("Loading of a mode view")) + dots);
update_mode();
// #ys_FIXME_delete_after_testing Do we still need this ?
// CallAfter([]() {
// // Run the config wizard, don't offer the "reset user profile" checkbox.
// config_wizard_startup(true);
// });
}
void GUI_App::system_info()

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@ -853,7 +853,9 @@ void Sidebar::update_mode_sizer() const
void Sidebar::update_reslice_btn_tooltip() const
{
const wxString tooltip = m_mode == comSimple ? wxString("") : _(L("Hold Shift to Slice & Export G-code"));
wxString tooltip = wxString("Slice") + " [" + GUI::shortkey_ctrl_prefix() + "R]";
if (m_mode != comSimple)
tooltip += wxString("\n") + _(L("Hold Shift to Slice & Export G-code"));
p->btn_reslice->SetToolTip(tooltip);
}