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authorbubnikv <bubnikv@gmail.com>2018-08-21 23:14:47 +0300
committerbubnikv <bubnikv@gmail.com>2018-08-21 23:14:47 +0300
commitac72cd779ff7030213d41312a000deff68957c3c (patch)
tree2887927ae9c3188e65a1d187f54870330d6f473c /xs/src/slic3r/GUI/3DScene.cpp
parent0b5b02e0027b9994e26f5b719355d6e08bb4b2db (diff)
Replaced Point3 with Eigen Vec3crd, removed Point3 from the Perl binding.
Diffstat (limited to 'xs/src/slic3r/GUI/3DScene.cpp')
-rw-r--r--xs/src/slic3r/GUI/3DScene.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/xs/src/slic3r/GUI/3DScene.cpp b/xs/src/slic3r/GUI/3DScene.cpp
index e516ffbb5..93b9a27ab 100644
--- a/xs/src/slic3r/GUI/3DScene.cpp
+++ b/xs/src/slic3r/GUI/3DScene.cpp
@@ -661,7 +661,7 @@ int GLVolumeCollection::load_wipe_tower_preview(
// We'll now create the box with jagged edge. y-coordinates of the pre-generated model are shifted so that the front
// edge has y=0 and centerline of the back edge has y=depth:
Pointf3s points;
- std::vector<Point3> facets;
+ std::vector<Vec3crd> facets;
float out_points_idx[][3] = {{0, -depth, 0}, {0, 0, 0}, {38.453, 0, 0}, {61.547, 0, 0}, {100, 0, 0}, {100, -depth, 0}, {55.7735, -10, 0}, {44.2265, 10, 0},
{38.453, 0, 1}, {0, 0, 1}, {0, -depth, 1}, {100, -depth, 1}, {100, 0, 1}, {61.547, 0, 1}, {55.7735, -10, 1}, {44.2265, 10, 1}};
int out_facets_idx[][3] = {{0, 1, 2}, {3, 4, 5}, {6, 5, 0}, {3, 5, 6}, {6, 2, 7}, {6, 0, 2}, {8, 9, 10}, {11, 12, 13}, {10, 11, 14}, {14, 11, 13}, {15, 8, 14},
@@ -670,7 +670,7 @@ int GLVolumeCollection::load_wipe_tower_preview(
for (int i=0;i<16;++i)
points.push_back(Vec3d(out_points_idx[i][0] / (100.f/min_width), out_points_idx[i][1] + depth, out_points_idx[i][2]));
for (int i=0;i<28;++i)
- facets.push_back(Point3(out_facets_idx[i][0], out_facets_idx[i][1], out_facets_idx[i][2]));
+ facets.push_back(Vec3crd(out_facets_idx[i][0], out_facets_idx[i][1], out_facets_idx[i][2]));
TriangleMesh tooth_mesh(points, facets);
// We have the mesh ready. It has one tooth and width of min_width. We will now append several of these together until we are close to
@@ -1442,7 +1442,7 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines,
#undef BOTTOM
}
-static void point_to_indexed_vertex_array(const Point3& point,
+static void point_to_indexed_vertex_array(const Vec3crd& point,
double width,
double height,
GLIndexedVertexArray& volume)
@@ -1512,7 +1512,7 @@ void _3DScene::thick_lines_to_verts(const Lines3& lines,
thick_lines_to_indexed_vertex_array(lines, widths, heights, closed, volume.indexed_vertex_array);
}
-static void thick_point_to_verts(const Point3& point,
+static void thick_point_to_verts(const Vec3crd& point,
double width,
double height,
GLVolume& volume)
@@ -1618,7 +1618,7 @@ void _3DScene::polyline3_to_verts(const Polyline3& polyline, double width, doubl
thick_lines_to_verts(lines, widths, heights, false, volume);
}
-void _3DScene::point3_to_verts(const Point3& point, double width, double height, GLVolume& volume)
+void _3DScene::point3_to_verts(const Vec3crd& point, double width, double height, GLVolume& volume)
{
thick_point_to_verts(point, width, height, volume);
}