The triangle-ray intersection function used a hard coded epsilon,
which did not work for triangle meshes, that were either too small
or too large. Newly the epsilon may be provided to the AABBTreeIndirect
search functions externally and IndexedMesh calculates a suitable
epsilon on demand from an average triangle mesh edge length.
Renamed its_create_neighbors_index() / its_create_neighbors_index_par() to its_face_neighbors() / its_face_neighbors_par().
New variant of its_face_edge_ids() to create edge IDs from face neighbors.
Fixed some incorrect use of _NDEBUG, it should be NDEBUG.
PrintObject::slice_support_volumes() returns newly Polygons, which are cheaper than ExPolygons.
Updated SeamPlacer and SupportMaterial to use regions defined as Polygons, not ExPolygons.
TriangleSelector::get_facets_strict() returning a patch with T-joints retriangulated.
New slice_mesh_slabs() - slicing projections of a triangle patch into top / bottom layers of slices, for MMU top / bottom segmentation.
TriangleMeshSlicer - use 64 mutexes instead of one when scattering sliced triangles into layers. This makes a big difference on modern many core desktop computers.
When applying MM segmented regions to input regions, the split regions are now re-merged with 10x higher positive offset epsilon to avoid creating gaps.
When testing for existence of paint-on supports or seam, use a more efficient has_facets() test, which does not deserialize into the expensive TriangleSelector tree structure.
GLIndexedVertexArray newly uses Eigen::AlignedBox<float, 3> for efficiency instead of our double based BoundingBoxf3.
Improved MMU painting refresh speed by optimizing generation of the vertex buffers.
Refactored MMU segmentation - projection of painted surfaces from top / bottom.
1) Parallelized.
2) Using the new slice_mesh_slabs() instead of projecting one triangle by the other and merging them with Clipper.
(non-spiral vase layers) were being closed.
Fixes Bad slicing in vase mode (unexpected bridge and solid infill layers) #3326
Fixes Model with holes in the base does not slice properly in "Vase Mode" #5359
Fixes Connecting / expanding Bottom Layers to Vase Perimeter #253
Fixes Slicing error in vase mode #452
Fixes Slicing Issue (Vase Mode, 0.6mm dmr nozzle) #1887
Fixes Top fill pattern isn't used in spiral vase mode #2533
Fixes Cisar's vase doesn't slice correctly, creates artefacts #3595
When the model is sliced, all the contours are newly oriented
counter-clockwise (even holes), merged and then only the largest area
contour is retained. In perimeter generator, if the largest contour
splits into multiple perimeters, newly only the largest area perimeter
is retained in spiral vase mode. These two changes solve #3595 and similar.
The infill is newly calculated only for the bottom solid layers
if the spiral vase mode is active (removes various unwanted infill
along the vase walls), and the last bottom solid layer is switched
to a top solid pattern (solves #2533).
The thin walls are newly enforced to be disabled in spiral vase mode,
and the "ensure vertical shell wall" is enforced in spiral vase mode
to extend the bottom of the vase to the vase hull (fixes#253).
SPE-1072
Working but flipped normals with the interior.
Testing on treefrog passed
Oversampling for hollowed mesh should not be less than 3x
Flip back normals after simplify and remove redundant test code.
starting from the objects of lowest ObjectID.
(convex hulls are recoverable as well as the indexed triangle sets
inside the TriangleMeshes or the triangle connectivity information).
Now the top most snapshot (the temp one taken before Undo jump) will
never be released.
Ulocking the "anisotropic" scaling checkbox will bake the transformation
into meshes to allow for scaling in world axes.
Optimized and templated the stl_transform functions, now also available for 3x3 matrices.
The Canvas3D::reload_scene() now maintains selection even if all volumes of an instance changed their IDs.
replaced std::vector<bool> with std::vector<unsigned char>
as std::vector<bool> is a specialized version optimized for memory,
not speed (8 bools are packed into a single boolean).
The triangle neighbor traversal was optimized to not push visited
or non-neighbors into the queue.