#include "ExtrusionEntityCollection.hpp" #include #include namespace Slic3r { ExtrusionEntityCollection::ExtrusionEntityCollection(const ExtrusionEntityCollection& collection) : no_sort(collection.no_sort), role(collection.role), orig_indices(collection.orig_indices) { this->entities.reserve(collection.entities.size()); for (ExtrusionEntitiesPtr::const_iterator it = collection.entities.begin(); it != collection.entities.end(); ++it) this->entities.push_back((*it)->clone()); } ExtrusionEntityCollection& ExtrusionEntityCollection::operator= (const ExtrusionEntityCollection &other) { ExtrusionEntityCollection tmp(other); this->swap(tmp); return *this; } void ExtrusionEntityCollection::swap (ExtrusionEntityCollection &c) { std::swap(this->entities, c.entities); std::swap(this->role, c.role); std::swap(this->orig_indices, c.orig_indices); std::swap(this->no_sort, c.no_sort); } ExtrusionEntityCollection* ExtrusionEntityCollection::clone() const { return new ExtrusionEntityCollection(*this); } void ExtrusionEntityCollection::reverse() { for (ExtrusionEntitiesPtr::iterator it = this->entities.begin(); it != this->entities.end(); ++it) { (*it)->reverse(); } std::reverse(this->entities.begin(), this->entities.end()); } Point ExtrusionEntityCollection::first_point() const { return this->entities.front()->first_point(); } Point ExtrusionEntityCollection::last_point() const { return this->entities.back()->last_point(); } void ExtrusionEntityCollection::chained_path(ExtrusionEntityCollection* retval, bool no_reverse, std::vector* orig_indices) const { if (this->entities.empty()) return; this->chained_path_from(this->entities.front()->first_point(), retval, no_reverse, orig_indices); } void ExtrusionEntityCollection::chained_path_from(Point start_near, ExtrusionEntityCollection* retval, bool no_reverse, std::vector* orig_indices) const { if (this->no_sort) { *retval = *this; return; } retval->entities.reserve(this->entities.size()); retval->orig_indices.reserve(this->entities.size()); // if we're asked to return the original indices, build a map std::map indices_map; ExtrusionEntitiesPtr my_paths; for (ExtrusionEntitiesPtr::const_iterator it = this->entities.begin(); it != this->entities.end(); ++it) { ExtrusionEntity* entity = (*it)->clone(); my_paths.push_back(entity); if (orig_indices != NULL) indices_map[entity] = it - this->entities.begin(); } Points endpoints; for (ExtrusionEntitiesPtr::iterator it = my_paths.begin(); it != my_paths.end(); ++it) { endpoints.push_back((*it)->first_point()); if (no_reverse) { endpoints.push_back((*it)->first_point()); } else { endpoints.push_back((*it)->last_point()); } } while (!my_paths.empty()) { // find nearest point int start_index = start_near.nearest_point_index(endpoints); int path_index = start_index/2; ExtrusionEntity* entity = my_paths.at(path_index); if (start_index % 2 && !no_reverse) { entity->reverse(); } retval->entities.push_back(my_paths.at(path_index)); if (orig_indices != NULL) orig_indices->push_back(indices_map[entity]); my_paths.erase(my_paths.begin() + path_index); endpoints.erase(endpoints.begin() + 2*path_index, endpoints.begin() + 2*path_index + 2); start_near = retval->entities.back()->last_point(); } } #ifdef SLIC3RXS // there is no ExtrusionLoop::Collection or ExtrusionEntity::Collection REGISTER_CLASS(ExtrusionEntityCollection, "ExtrusionPath::Collection"); #endif }