Replaced Point3 with Eigen Vec3crd, removed Point3 from the Perl binding.
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0b5b02e002
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@ -33,16 +33,6 @@ use overload
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'@{}' => sub { $_[0]->arrayref },
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'fallback' => 1;
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package Slic3r::Point3;
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use overload
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'@{}' => sub { [ $_[0]->x, $_[0]->y, $_[0]->z ] }, #,
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'fallback' => 1;
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sub pp {
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my ($self) = @_;
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return [ @$self ];
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}
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package Slic3r::Pointf;
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use overload
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'@{}' => sub { $_[0]->arrayref },
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@ -120,12 +120,12 @@ public:
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friend BoundingBox get_extents_rotated(const Points &points, double angle);
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};
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class BoundingBox3 : public BoundingBox3Base<Point3>
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class BoundingBox3 : public BoundingBox3Base<Vec3crd>
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{
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public:
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BoundingBox3() : BoundingBox3Base<Point3>() {};
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BoundingBox3(const Point3 &pmin, const Point3 &pmax) : BoundingBox3Base<Point3>(pmin, pmax) {};
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BoundingBox3(const Points3& points) : BoundingBox3Base<Point3>(points) {};
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BoundingBox3() : BoundingBox3Base<Vec3crd>() {};
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BoundingBox3(const Vec3crd &pmin, const Vec3crd &pmax) : BoundingBox3Base<Vec3crd>(pmin, pmax) {};
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BoundingBox3(const Points3& points) : BoundingBox3Base<Vec3crd>(points) {};
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};
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class BoundingBoxf : public BoundingBoxBase<Vec2d>
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@ -768,12 +768,12 @@ void GCodeAnalyzer::_calc_gcode_preview_travel(GCodePreviewData& preview_data)
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polyline = Polyline3();
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// add both vertices of the move
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polyline.append(Point3(scale_(move.start_position.x()), scale_(move.start_position.y()), scale_(move.start_position.z())));
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polyline.append(Point3(scale_(move.end_position.x()), scale_(move.end_position.y()), scale_(move.end_position.z())));
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polyline.append(Vec3crd(scale_(move.start_position.x()), scale_(move.start_position.y()), scale_(move.start_position.z())));
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polyline.append(Vec3crd(scale_(move.end_position.x()), scale_(move.end_position.y()), scale_(move.end_position.z())));
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}
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else
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// append end vertex of the move to current polyline
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polyline.append(Point3(scale_(move.end_position.x()), scale_(move.end_position.y()), scale_(move.end_position.z())));
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polyline.append(Vec3crd(scale_(move.end_position.x()), scale_(move.end_position.y()), scale_(move.end_position.z())));
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// update current values
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position = move.end_position;
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@ -804,7 +804,7 @@ void GCodeAnalyzer::_calc_gcode_preview_retractions(GCodePreviewData& preview_da
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for (const GCodeMove& move : retraction_moves->second)
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{
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// store position
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Point3 position(scale_(move.start_position.x()), scale_(move.start_position.y()), scale_(move.start_position.z()));
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Vec3crd position(scale_(move.start_position.x()), scale_(move.start_position.y()), scale_(move.start_position.z()));
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preview_data.retraction.positions.emplace_back(position, move.data.width, move.data.height);
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}
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}
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@ -818,7 +818,7 @@ void GCodeAnalyzer::_calc_gcode_preview_unretractions(GCodePreviewData& preview_
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for (const GCodeMove& move : unretraction_moves->second)
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{
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// store position
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Point3 position(scale_(move.start_position.x()), scale_(move.start_position.y()), scale_(move.start_position.z()));
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Vec3crd position(scale_(move.start_position.x()), scale_(move.start_position.y()), scale_(move.start_position.z()));
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preview_data.unretraction.positions.emplace_back(position, move.data.width, move.data.height);
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}
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}
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@ -226,7 +226,7 @@ void GCodePreviewData::Travel::set_default()
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const GCodePreviewData::Color GCodePreviewData::Retraction::Default_Color = GCodePreviewData::Color(1.0f, 1.0f, 1.0f, 1.0f);
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GCodePreviewData::Retraction::Position::Position(const Point3& position, float width, float height)
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GCodePreviewData::Retraction::Position::Position(const Vec3crd& position, float width, float height)
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: position(position)
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, width(width)
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, height(height)
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@ -151,11 +151,11 @@ public:
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struct Position
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{
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Point3 position;
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Vec3crd position;
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float width;
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float height;
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Position(const Point3& position, float width, float height);
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Position(const Vec3crd& position, float width, float height);
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};
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typedef std::vector<Position> PositionsList;
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@ -58,14 +58,14 @@ public:
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class Line3
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{
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public:
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Line3() {}
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Line3(const Point3& _a, const Point3& _b) : a(_a), b(_b) {}
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Line3() : a(Vec3crd::Zero()), b(Vec3crd::Zero()) {}
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Line3(const Vec3crd& _a, const Vec3crd& _b) : a(_a), b(_b) {}
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double length() const { return (this->a - this->b).cast<double>().norm(); }
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Vector3 vector() const { return this->b - this->a; }
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Vec3crd vector() const { return this->b - this->a; }
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Point3 a;
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Point3 b;
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Vec3crd a;
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Vec3crd b;
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};
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class Linef
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@ -196,7 +196,7 @@ MultiPoint::_douglas_peucker(const Points &points, const double tolerance)
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void MultiPoint3::translate(double x, double y)
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{
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for (Point3 &p : points) {
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for (Vec3crd &p : points) {
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p(0) += x;
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p(1) += y;
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}
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@ -85,7 +85,7 @@ class MultiPoint3
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public:
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Points3 points;
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void append(const Point3& point) { this->points.push_back(point); }
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void append(const Vec3crd& point) { this->points.push_back(point); }
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void translate(double x, double y);
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void translate(const Point& vector);
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@ -16,9 +16,7 @@ namespace Slic3r {
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class Line;
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class MultiPoint;
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class Point;
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class Point3;
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typedef Point Vector;
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typedef Point3 Vector3;
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typedef Point Vector;
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// Eigen types, to replace the Slic3r's own types in the future.
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// Vector types with a fixed point coordinate base type.
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@ -36,7 +34,7 @@ typedef Eigen::Matrix<double, 3, 1, Eigen::DontAlign> Vec3d;
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typedef std::vector<Point> Points;
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typedef std::vector<Point*> PointPtrs;
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typedef std::vector<const Point*> PointConstPtrs;
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typedef std::vector<Point3> Points3;
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typedef std::vector<Vec3crd> Points3;
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typedef std::vector<Vec2d> Pointfs;
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typedef std::vector<Vec3d> Pointf3s;
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@ -221,27 +219,6 @@ private:
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coord_t m_grid_log2;
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};
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class Point3 : public Vec3crd
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{
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public:
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typedef coord_t coord_type;
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explicit Point3() { (*this)(0) = (*this)(1) = (*this)(2) = 0; }
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explicit Point3(coord_t x, coord_t y, coord_t z) { (*this)(0) = x; (*this)(1) = y; (*this)(2) = z; }
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// This constructor allows you to construct Point3 from Eigen expressions
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template<typename OtherDerived>
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Point3(const Eigen::MatrixBase<OtherDerived> &other) : Vec3crd(other) {}
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static Point3 new_scale(coordf_t x, coordf_t y, coordf_t z) { return Point3(coord_t(scale_(x)), coord_t(scale_(y)), coord_t(scale_(z))); }
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// This method allows you to assign Eigen expressions to MyVectorType
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template<typename OtherDerived>
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Point3& operator=(const Eigen::MatrixBase<OtherDerived> &other)
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{
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this->Vec3crd::operator=(other);
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return *this;
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}
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};
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std::ostream& operator<<(std::ostream &stm, const Vec2d &pointf);
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} // namespace Slic3r
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@ -118,7 +118,7 @@ public:
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// so that next call to make_perimeters() performs a union() before computing loops
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bool typed_slices;
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Point3 size; // XYZ in scaled coordinates
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Vec3crd size; // XYZ in scaled coordinates
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// scaled coordinates to add to copies (to compensate for the alignment
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// operated when creating the object but still preserving a coherent API
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@ -38,6 +38,7 @@ PrintObject::PrintObject(Print* print, ModelObject* model_object, const Bounding
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typed_slices(false),
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_print(print),
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_model_object(model_object),
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size(Vec3crd::Zero()),
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layer_height_profile_valid(false)
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{
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// Compute the translation to be applied to our meshes so that we work with smaller coordinates
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@ -50,8 +51,7 @@ PrintObject::PrintObject(Print* print, ModelObject* model_object, const Bounding
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// (copies are expressed in G-code coordinates and this translation is not publicly exposed).
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this->_copies_shift = Point::new_scale(modobj_bbox.min(0), modobj_bbox.min(1));
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// Scale the object size and store it
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Vec3d size = modobj_bbox.size();
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this->size = Point3::new_scale(size(0), size(1), size(2));
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this->size = (modobj_bbox.size() * (1. / SCALING_FACTOR)).cast<coord_t>();
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}
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this->reload_model_instances();
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@ -561,15 +561,15 @@ int generate_layer_height_texture(
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void *data, int rows, int cols, bool level_of_detail_2nd_level)
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{
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// https://github.com/aschn/gnuplot-colorbrewer
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std::vector<Point3> palette_raw;
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palette_raw.push_back(Point3(0x01A, 0x098, 0x050));
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palette_raw.push_back(Point3(0x066, 0x0BD, 0x063));
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palette_raw.push_back(Point3(0x0A6, 0x0D9, 0x06A));
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palette_raw.push_back(Point3(0x0D9, 0x0F1, 0x0EB));
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palette_raw.push_back(Point3(0x0FE, 0x0E6, 0x0EB));
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palette_raw.push_back(Point3(0x0FD, 0x0AE, 0x061));
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palette_raw.push_back(Point3(0x0F4, 0x06D, 0x043));
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palette_raw.push_back(Point3(0x0D7, 0x030, 0x027));
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std::vector<Vec3crd> palette_raw;
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palette_raw.push_back(Vec3crd(0x01A, 0x098, 0x050));
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palette_raw.push_back(Vec3crd(0x066, 0x0BD, 0x063));
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palette_raw.push_back(Vec3crd(0x0A6, 0x0D9, 0x06A));
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palette_raw.push_back(Vec3crd(0x0D9, 0x0F1, 0x0EB));
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palette_raw.push_back(Vec3crd(0x0FE, 0x0E6, 0x0EB));
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palette_raw.push_back(Vec3crd(0x0FD, 0x0AE, 0x061));
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palette_raw.push_back(Vec3crd(0x0F4, 0x06D, 0x043));
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palette_raw.push_back(Vec3crd(0x0D7, 0x030, 0x027));
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// Clear the main texture and the 2nd LOD level.
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// memset(data, 0, rows * cols * (level_of_detail_2nd_level ? 5 : 4));
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@ -600,8 +600,8 @@ int generate_layer_height_texture(
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int idx1 = clamp(0, int(palette_raw.size() - 1), int(floor(idxf)));
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int idx2 = std::min(int(palette_raw.size() - 1), idx1 + 1);
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coordf_t t = idxf - coordf_t(idx1);
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const Point3 &color1 = palette_raw[idx1];
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const Point3 &color2 = palette_raw[idx2];
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const Vec3crd &color1 = palette_raw[idx1];
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const Vec3crd &color2 = palette_raw[idx2];
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coordf_t z = cell_to_z * coordf_t(cell);
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assert(z >= lo && z <= hi);
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// Intensity profile to visualize the layers.
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@ -636,8 +636,8 @@ int generate_layer_height_texture(
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int idx1 = clamp(0, int(palette_raw.size() - 1), int(floor(idxf)));
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int idx2 = std::min(int(palette_raw.size() - 1), idx1 + 1);
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coordf_t t = idxf - coordf_t(idx1);
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const Point3 &color1 = palette_raw[idx1];
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const Point3 &color2 = palette_raw[idx2];
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const Vec3crd &color1 = palette_raw[idx1];
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const Vec3crd &color2 = palette_raw[idx2];
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// Color mapping from layer height to RGB.
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Vec3d color(
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lerp(coordf_t(color1(0)), coordf_t(color2(0)), t),
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@ -36,7 +36,7 @@ TriangleMesh::TriangleMesh()
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stl_initialize(&this->stl);
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}
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TriangleMesh::TriangleMesh(const Pointf3s &points, const std::vector<Point3>& facets )
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TriangleMesh::TriangleMesh(const Pointf3s &points, const std::vector<Vec3crd>& facets )
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: repaired(false)
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{
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stl_initialize(&this->stl);
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@ -1539,14 +1539,14 @@ TriangleMesh make_cube(double x, double y, double z) {
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Vec3d(0, y, 0), Vec3d(x, y, z), Vec3d(0, y, z),
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Vec3d(0, 0, z), Vec3d(x, 0, z)
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};
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Point3 fv[12] = {
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Point3(0, 1, 2), Point3(0, 2, 3), Point3(4, 5, 6),
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Point3(4, 6, 7), Point3(0, 4, 7), Point3(0, 7, 1),
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Point3(1, 7, 6), Point3(1, 6, 2), Point3(2, 6, 5),
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Point3(2, 5, 3), Point3(4, 0, 3), Point3(4, 3, 5)
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Vec3crd fv[12] = {
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Vec3crd(0, 1, 2), Vec3crd(0, 2, 3), Vec3crd(4, 5, 6),
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Vec3crd(4, 6, 7), Vec3crd(0, 4, 7), Vec3crd(0, 7, 1),
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Vec3crd(1, 7, 6), Vec3crd(1, 6, 2), Vec3crd(2, 6, 5),
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Vec3crd(2, 5, 3), Vec3crd(4, 0, 3), Vec3crd(4, 3, 5)
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};
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std::vector<Point3> facets(&fv[0], &fv[0]+12);
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std::vector<Vec3crd> facets(&fv[0], &fv[0]+12);
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Pointf3s vertices(&pv[0], &pv[0]+8);
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TriangleMesh mesh(vertices ,facets);
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@ -1558,7 +1558,7 @@ TriangleMesh make_cube(double x, double y, double z) {
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// Default is 360 sides, angle fa is in radians.
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TriangleMesh make_cylinder(double r, double h, double fa) {
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Pointf3s vertices;
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std::vector<Point3> facets;
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std::vector<Vec3crd> facets;
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// 2 special vertices, top and bottom center, rest are relative to this
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vertices.emplace_back(Vec3d(0.0, 0.0, 0.0));
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@ -1579,16 +1579,16 @@ TriangleMesh make_cylinder(double r, double h, double fa) {
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vertices.emplace_back(Vec3d(p(0), p(1), 0.));
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vertices.emplace_back(Vec3d(p(0), p(1), h));
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id = vertices.size() - 1;
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facets.emplace_back(Point3( 0, id - 1, id - 3)); // top
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facets.emplace_back(Point3(id, 1, id - 2)); // bottom
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facets.emplace_back(Point3(id, id - 2, id - 3)); // upper-right of side
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facets.emplace_back(Point3(id, id - 3, id - 1)); // bottom-left of side
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facets.emplace_back(Vec3crd( 0, id - 1, id - 3)); // top
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facets.emplace_back(Vec3crd(id, 1, id - 2)); // bottom
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facets.emplace_back(Vec3crd(id, id - 2, id - 3)); // upper-right of side
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facets.emplace_back(Vec3crd(id, id - 3, id - 1)); // bottom-left of side
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}
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// Connect the last set of vertices with the first.
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facets.emplace_back(Point3( 2, 0, id - 1));
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facets.emplace_back(Point3( 1, 3, id));
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facets.emplace_back(Point3(id, 3, 2));
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facets.emplace_back(Point3(id, 2, id - 1));
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facets.emplace_back(Vec3crd( 2, 0, id - 1));
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facets.emplace_back(Vec3crd( 1, 3, id));
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facets.emplace_back(Vec3crd(id, 3, 2));
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facets.emplace_back(Vec3crd(id, 2, id - 1));
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TriangleMesh mesh(vertices, facets);
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return mesh;
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@ -1599,7 +1599,7 @@ TriangleMesh make_cylinder(double r, double h, double fa) {
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// Default angle is 1 degree.
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TriangleMesh make_sphere(double rho, double fa) {
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Pointf3s vertices;
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std::vector<Point3> facets;
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std::vector<Vec3crd> facets;
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// Algorithm:
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// Add points one-by-one to the sphere grid and form facets using relative coordinates.
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@ -1627,7 +1627,7 @@ TriangleMesh make_sphere(double rho, double fa) {
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const double r = sqrt(abs(rho*rho - z*z));
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Vec2d b = Eigen::Rotation2Dd(ring[i]) * Eigen::Vector2d(0, r);
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vertices.emplace_back(Vec3d(b(0), b(1), z));
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facets.emplace_back((i == 0) ? Point3(1, 0, ring.size()) : Point3(id, 0, id - 1));
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facets.emplace_back((i == 0) ? Vec3crd(1, 0, ring.size()) : Vec3crd(id, 0, id - 1));
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++ id;
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}
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@ -1641,11 +1641,11 @@ TriangleMesh make_sphere(double rho, double fa) {
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vertices.emplace_back(Vec3d(b(0), b(1), z));
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if (i == 0) {
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// wrap around
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facets.emplace_back(Point3(id + ring.size() - 1 , id, id - 1));
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facets.emplace_back(Point3(id, id - ring.size(), id - 1));
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facets.emplace_back(Vec3crd(id + ring.size() - 1 , id, id - 1));
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facets.emplace_back(Vec3crd(id, id - ring.size(), id - 1));
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} else {
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facets.emplace_back(Point3(id , id - ring.size(), (id - 1) - ring.size()));
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facets.emplace_back(Point3(id, id - 1 - ring.size() , id - 1));
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facets.emplace_back(Vec3crd(id , id - ring.size(), (id - 1) - ring.size()));
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facets.emplace_back(Vec3crd(id, id - 1 - ring.size() , id - 1));
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}
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id++;
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}
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@ -1658,9 +1658,9 @@ TriangleMesh make_sphere(double rho, double fa) {
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for (size_t i = 0; i < ring.size(); i++) {
|
||||
if (i == 0) {
|
||||
// third vertex is on the other side of the ring.
|
||||
facets.emplace_back(Point3(id, id - ring.size(), id - 1));
|
||||
facets.emplace_back(Vec3crd(id, id - ring.size(), id - 1));
|
||||
} else {
|
||||
facets.emplace_back(Point3(id, id - ring.size() + i, id - ring.size() + (i - 1)));
|
||||
facets.emplace_back(Vec3crd(id, id - ring.size() + i, id - ring.size() + (i - 1)));
|
||||
}
|
||||
}
|
||||
id++;
|
||||
|
@ -21,7 +21,7 @@ class TriangleMesh
|
||||
{
|
||||
public:
|
||||
TriangleMesh();
|
||||
TriangleMesh(const Pointf3s &points, const std::vector<Point3> &facets);
|
||||
TriangleMesh(const Pointf3s &points, const std::vector<Vec3crd> &facets);
|
||||
TriangleMesh(const TriangleMesh &other);
|
||||
TriangleMesh(TriangleMesh &&other);
|
||||
TriangleMesh& operator=(const TriangleMesh &other);
|
||||
|
@ -41,7 +41,6 @@ REGISTER_CLASS(BoundingBoxf, "Geometry::BoundingBoxf");
|
||||
REGISTER_CLASS(BoundingBoxf3, "Geometry::BoundingBoxf3");
|
||||
REGISTER_CLASS(BridgeDetector, "BridgeDetector");
|
||||
REGISTER_CLASS(Point, "Point");
|
||||
REGISTER_CLASS(Point3, "Point3");
|
||||
__REGISTER_CLASS(Vec2d, "Pointf");
|
||||
__REGISTER_CLASS(Vec3d, "Pointf3");
|
||||
REGISTER_CLASS(DynamicPrintConfig, "Config");
|
||||
|
@ -661,7 +661,7 @@ int GLVolumeCollection::load_wipe_tower_preview(
|
||||
// We'll now create the box with jagged edge. y-coordinates of the pre-generated model are shifted so that the front
|
||||
// edge has y=0 and centerline of the back edge has y=depth:
|
||||
Pointf3s points;
|
||||
std::vector<Point3> facets;
|
||||
std::vector<Vec3crd> facets;
|
||||
float out_points_idx[][3] = {{0, -depth, 0}, {0, 0, 0}, {38.453, 0, 0}, {61.547, 0, 0}, {100, 0, 0}, {100, -depth, 0}, {55.7735, -10, 0}, {44.2265, 10, 0},
|
||||
{38.453, 0, 1}, {0, 0, 1}, {0, -depth, 1}, {100, -depth, 1}, {100, 0, 1}, {61.547, 0, 1}, {55.7735, -10, 1}, {44.2265, 10, 1}};
|
||||
int out_facets_idx[][3] = {{0, 1, 2}, {3, 4, 5}, {6, 5, 0}, {3, 5, 6}, {6, 2, 7}, {6, 0, 2}, {8, 9, 10}, {11, 12, 13}, {10, 11, 14}, {14, 11, 13}, {15, 8, 14},
|
||||
@ -670,7 +670,7 @@ int GLVolumeCollection::load_wipe_tower_preview(
|
||||
for (int i=0;i<16;++i)
|
||||
points.push_back(Vec3d(out_points_idx[i][0] / (100.f/min_width), out_points_idx[i][1] + depth, out_points_idx[i][2]));
|
||||
for (int i=0;i<28;++i)
|
||||
facets.push_back(Point3(out_facets_idx[i][0], out_facets_idx[i][1], out_facets_idx[i][2]));
|
||||
facets.push_back(Vec3crd(out_facets_idx[i][0], out_facets_idx[i][1], out_facets_idx[i][2]));
|
||||
TriangleMesh tooth_mesh(points, facets);
|
||||
|
||||
// We have the mesh ready. It has one tooth and width of min_width. We will now append several of these together until we are close to
|
||||
@ -1442,7 +1442,7 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines,
|
||||
#undef BOTTOM
|
||||
}
|
||||
|
||||
static void point_to_indexed_vertex_array(const Point3& point,
|
||||
static void point_to_indexed_vertex_array(const Vec3crd& point,
|
||||
double width,
|
||||
double height,
|
||||
GLIndexedVertexArray& volume)
|
||||
@ -1512,7 +1512,7 @@ void _3DScene::thick_lines_to_verts(const Lines3& lines,
|
||||
thick_lines_to_indexed_vertex_array(lines, widths, heights, closed, volume.indexed_vertex_array);
|
||||
}
|
||||
|
||||
static void thick_point_to_verts(const Point3& point,
|
||||
static void thick_point_to_verts(const Vec3crd& point,
|
||||
double width,
|
||||
double height,
|
||||
GLVolume& volume)
|
||||
@ -1618,7 +1618,7 @@ void _3DScene::polyline3_to_verts(const Polyline3& polyline, double width, doubl
|
||||
thick_lines_to_verts(lines, widths, heights, false, volume);
|
||||
}
|
||||
|
||||
void _3DScene::point3_to_verts(const Point3& point, double width, double height, GLVolume& volume)
|
||||
void _3DScene::point3_to_verts(const Vec3crd& point, double width, double height, GLVolume& volume)
|
||||
{
|
||||
thick_point_to_verts(point, width, height, volume);
|
||||
}
|
||||
|
@ -553,7 +553,7 @@ public:
|
||||
static void extrusionentity_to_verts(const ExtrusionEntityCollection& extrusion_entity_collection, float print_z, const Point& copy, GLVolume& volume);
|
||||
static void extrusionentity_to_verts(const ExtrusionEntity* extrusion_entity, float print_z, const Point& copy, GLVolume& volume);
|
||||
static void polyline3_to_verts(const Polyline3& polyline, double width, double height, GLVolume& volume);
|
||||
static void point3_to_verts(const Point3& point, double width, double height, GLVolume& volume);
|
||||
static void point3_to_verts(const Vec3crd& point, double width, double height, GLVolume& volume);
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -77,20 +77,6 @@ Point::coincides_with(point_sv)
|
||||
|
||||
};
|
||||
|
||||
%name{Slic3r::Point3} class Point3 {
|
||||
Point3(int _x = 0, int _y = 0, int _z = 0);
|
||||
~Point3();
|
||||
Clone<Point3> clone()
|
||||
%code{% RETVAL = THIS; %};
|
||||
int x()
|
||||
%code{% RETVAL = (*THIS)(0); %};
|
||||
int y()
|
||||
%code{% RETVAL = (*THIS)(1); %};
|
||||
int z()
|
||||
%code{% RETVAL = (*THIS)(2); %};
|
||||
std::string serialize() %code{% char buf[2048]; sprintf(buf, "%ld,%ld,%ld", (*THIS)(0), (*THIS)(1), (*THIS)(2)); RETVAL = buf; %};
|
||||
};
|
||||
|
||||
%name{Slic3r::Pointf} class Vec2d {
|
||||
Vec2d(double _x = 0, double _y = 0);
|
||||
~Vec2d();
|
||||
|
@ -63,8 +63,6 @@ _constant()
|
||||
%code%{ RETVAL = THIS->layer_height_ranges; %};
|
||||
std::vector<double> layer_height_profile()
|
||||
%code%{ RETVAL = THIS->layer_height_profile; %};
|
||||
Ref<Point3> size()
|
||||
%code%{ RETVAL = &THIS->size; %};
|
||||
Clone<BoundingBox> bounding_box();
|
||||
|
||||
Points _shifted_copies()
|
||||
|
Loading…
Reference in New Issue
Block a user