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authorVojtech Bubnik <bubnikv@gmail.com>2021-05-17 21:25:59 +0300
committerVojtech Bubnik <bubnikv@gmail.com>2021-05-17 21:25:59 +0300
commit308d6b78096ac7b53b4698d9c6bc698fa434282e (patch)
tree67dec9e77af072682e73a5a364583cab54da4d37 /tests/libslic3r
parent68d2427a347d0d8b0df0f42465289f1b662e23b1 (diff)
WIP: Reworked slicing
1) Slicing code moved to TriangleMeshSlicer.cpp,hpp from TriangleMesh.cpp,hpp 2) Refactored to use as little as possible of admesh.
Diffstat (limited to 'tests/libslic3r')
-rw-r--r--tests/libslic3r/test_marchingsquares.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/tests/libslic3r/test_marchingsquares.cpp b/tests/libslic3r/test_marchingsquares.cpp
index 1a4b1fb72..66a0060fe 100644
--- a/tests/libslic3r/test_marchingsquares.cpp
+++ b/tests/libslic3r/test_marchingsquares.cpp
@@ -13,6 +13,7 @@
#include <libslic3r/SVG.hpp>
#include <libslic3r/ClipperUtils.hpp>
+#include <libslic3r/TriangleMeshSlicer.hpp>
#include <libslic3r/TriangulateWall.hpp>
#include <libslic3r/Tesselate.hpp>
#include <libslic3r/SlicesToTriangleMesh.hpp>
@@ -320,7 +321,7 @@ static void recreate_object_from_rasters(const std::string &objname, float lh) {
bb = mesh.bounding_box();
std::vector<ExPolygons> layers;
- slice_mesh(mesh, grid(float(bb.min.z()) + lh, float(bb.max.z()), lh), layers, 0.f, []{});
+ slice_mesh(mesh, grid(float(bb.min.z()) + lh, float(bb.max.z()), lh), layers);
sla::RasterBase::Resolution res{2560, 1440};
double disp_w = 120.96;