diff --git a/xs/src/libslic3r/Model.cpp b/xs/src/libslic3r/Model.cpp index f723ca856..1cd3b1413 100644 --- a/xs/src/libslic3r/Model.cpp +++ b/xs/src/libslic3r/Model.cpp @@ -743,21 +743,6 @@ void ModelObject::rotate(float angle, const Vec3d& axis) this->invalidate_bounding_box(); } -void ModelObject::transform(const float* matrix3x4) -{ - if (matrix3x4 == nullptr) - return; - - for (ModelVolume* v : volumes) - { - v->mesh.transform(matrix3x4); - v->m_convex_hull.transform(matrix3x4); - } - - this->origin_translation = Vec3d::Zero(); - this->invalidate_bounding_box(); -} - void ModelObject::mirror(const Axis &axis) { for (ModelVolume *v : this->volumes) diff --git a/xs/src/libslic3r/Model.hpp b/xs/src/libslic3r/Model.hpp index 140a0270a..f8a36527d 100644 --- a/xs/src/libslic3r/Model.hpp +++ b/xs/src/libslic3r/Model.hpp @@ -122,7 +122,6 @@ public: void scale(const Vec3d &versor); void rotate(float angle, const Axis &axis); void rotate(float angle, const Vec3d& axis); - void transform(const float* matrix3x4); // <<<<<<<<< FIXME (using eigen) void mirror(const Axis &axis); size_t materials_count() const; size_t facets_count() const; diff --git a/xs/src/libslic3r/TriangleMesh.cpp b/xs/src/libslic3r/TriangleMesh.cpp index 91432f3b5..6840bc96e 100644 --- a/xs/src/libslic3r/TriangleMesh.cpp +++ b/xs/src/libslic3r/TriangleMesh.cpp @@ -279,15 +279,6 @@ void TriangleMesh::mirror(const Axis &axis) stl_invalidate_shared_vertices(&this->stl); } -void TriangleMesh::transform(const float* matrix3x4) -{ - if (matrix3x4 == nullptr) - return; - - stl_transform(&stl, const_cast(matrix3x4)); - stl_invalidate_shared_vertices(&stl); -} - void TriangleMesh::align_to_origin() { this->translate( diff --git a/xs/src/libslic3r/TriangleMesh.hpp b/xs/src/libslic3r/TriangleMesh.hpp index c42a0934d..666252887 100644 --- a/xs/src/libslic3r/TriangleMesh.hpp +++ b/xs/src/libslic3r/TriangleMesh.hpp @@ -48,7 +48,6 @@ public: void mirror_x() { this->mirror(X); } void mirror_y() { this->mirror(Y); } void mirror_z() { this->mirror(Z); } - void transform(const float* matrix3x4); void align_to_origin(); void rotate(double angle, Point* center); TriangleMeshPtrs split() const;