object export to stl will work the same way as in FFF

TODO might make more sense to execute background processing up until the necessary step and then export backend data
This commit is contained in:
tamasmeszaros 2022-12-13 14:53:27 +01:00
parent 9de057ddeb
commit 5561e21e77

View File

@ -6112,92 +6112,22 @@ void Plater::export_stl_obj(bool extended, bool selection_only)
};
TriangleMesh mesh;
if (p->printer_technology == ptFFF) {
if (selection_only) {
const ModelObject* model_object = p->model.objects[obj_idx];
if (selection.get_mode() == Selection::Instance)
mesh = mesh_to_export(*model_object, (selection.is_single_full_object() && model_object->instances.size() > 1) ? -1 : selection.get_instance_idx());
else {
const GLVolume* volume = selection.get_first_volume();
mesh = model_object->volumes[volume->volume_idx()]->mesh();
mesh.transform(volume->get_volume_transformation().get_matrix(), true);
}
if (!selection.is_single_full_object() || model_object->instances.size() == 1)
mesh.translate(-model_object->origin_translation.cast<float>());
}
if (selection_only) {
const ModelObject* model_object = p->model.objects[obj_idx];
if (selection.get_mode() == Selection::Instance)
mesh = mesh_to_export(*model_object, (selection.is_single_full_object() && model_object->instances.size() > 1) ? -1 : selection.get_instance_idx());
else {
for (const ModelObject* o : p->model.objects) {
mesh.merge(mesh_to_export(*o, -1));
}
const GLVolume* volume = selection.get_first_volume();
mesh = model_object->volumes[volume->volume_idx()]->mesh();
mesh.transform(volume->get_volume_transformation().get_matrix(), true);
}
if (!selection.is_single_full_object() || model_object->instances.size() == 1)
mesh.translate(-model_object->origin_translation.cast<float>());
}
else {
// This is SLA mode, all objects have only one volume.
// However, we must have a look at the backend to load
// hollowed mesh and/or supports
const PrintObjects& objects = p->sla_print.objects();
for (const SLAPrintObject* object : objects) {
const ModelObject* model_object = object->model_object();
if (selection_only) {
if (model_object->id() != p->model.objects[obj_idx]->id())
continue;
}
const Transform3d mesh_trafo_inv = object->trafo().inverse();
const bool is_left_handed = object->is_left_handed();
auto pad_mesh = extended? object->pad_mesh() : TriangleMesh{};
pad_mesh = object->pad_mesh();
pad_mesh.transform(mesh_trafo_inv);
auto supports_mesh = extended ? object->support_mesh() : TriangleMesh{};
supports_mesh.transform(mesh_trafo_inv);
const std::vector<SLAPrintObject::Instance>& obj_instances = object->instances();
for (const SLAPrintObject::Instance& obj_instance : obj_instances) {
auto it = std::find_if(model_object->instances.begin(), model_object->instances.end(),
[&obj_instance](const ModelInstance *mi) { return mi->id() == obj_instance.instance_id; });
assert(it != model_object->instances.end());
if (it != model_object->instances.end()) {
const bool one_inst_only = selection_only && ! selection.is_single_full_object();
const int instance_idx = it - model_object->instances.begin();
const Transform3d& inst_transform = one_inst_only
? Transform3d::Identity()
: object->model_object()->instances[instance_idx]->get_transformation().get_matrix();
TriangleMesh inst_mesh;
if (!pad_mesh.empty()) {
TriangleMesh inst_pad_mesh = pad_mesh;
inst_pad_mesh.transform(inst_transform, is_left_handed);
inst_mesh.merge(inst_pad_mesh);
}
if (!supports_mesh.empty()) {
TriangleMesh inst_supports_mesh = supports_mesh;
inst_supports_mesh.transform(inst_transform, is_left_handed);
inst_mesh.merge(inst_supports_mesh);
}
TriangleMesh inst_object_mesh = object->get_mesh_to_print();
inst_object_mesh.transform(mesh_trafo_inv);
inst_object_mesh.transform(inst_transform, is_left_handed);
inst_mesh.merge(inst_object_mesh);
// ensure that the instance lays on the bed
inst_mesh.translate(0.0f, 0.0f, -inst_mesh.bounding_box().min.z());
// merge instance with global mesh
mesh.merge(inst_mesh);
if (one_inst_only)
break;
}
}
for (const ModelObject* o : p->model.objects) {
mesh.merge(mesh_to_export(*o, -1));
}
}