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.
Changed the serialization structure
std::map<int, std::vector<bool>>
to a significantly more compact
std::pair<std::vector<std::pair<int, int>>, std::vector<bool>>
Such change shall significantly improve efficiency of Undo / Redo stack.
* GUI_ObjectList code refactoring:
The MenuFactory structure contains functions related to the context menu and bitmaps used to different volume types.
The SettingsFactory structure contains functions to getting overridden options, its bundles and bitmaps used to setting categories.
Fixed bugs/crashes:
1. Add object -> Add Settings from 3D scene -> Right click on object => Part's Settings list instead of object's
(Same behavior if something else but Object is selected in ObjectList)
2. Add settings to the part -> Change part type to the "Support Blocker/Enforcer" -> Settings disappears (it's OK) but =>
Save Project -> Open project => Support Blocker/Enforcer has a settings
3. Add part for object -> Change type of part -> Change monitor DPI -> old type icon appears
4. Select all instances in ObjectList -> Context menu in 3D scene -> Add Settings -> Select some category -> Crash
* ObjectLayers: Fixed a crash on re-scaling, when some layer range is selected
* Fixed OSX build
* Added menu item "Split to Objects" for multipart objects
+ Fixed bug: Add 2 parts,
Add some settings for one part
Delete part without settings => Single part object without settings, but settings are applied for the object.
+ Next refactoring: use same menu for Plater and ObjectList
ModelObject::split() expects a non-NULL new_objects vector where it adds pointers to the new models resulting from the split.
But in the CLI case the caller does not care about this and passes NULL which causes a crash. To fix the crash we could pass
a dummy vector but it turns out that we actually have a use for the results because we should assign a unique name to each
new model the same way as the GUI does. These names show up as comments in the gcode so this change makes the gcode produced
by the GUI and the CLI more similar and diffable.
@lukasmatena has amended the original commit by @combolek (pull request #5991) in order to avoid code duplication
Fix of #5007 - "Reload from disk" causes objects converted to inches to revert to mm
1) Storing and reloading the "source_in_inches" source flag from AMF and 3MF
2) When converting objects with mixed "inches" volumes, do the right thing
and do not convert those that do not need conversion.