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ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE -> Code cleanup
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@ -330,7 +330,6 @@ std::vector<coordf_t> layer_height_profile_adaptive(
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return layer_height_profile;
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return layer_height_profile;
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}
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}
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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std::vector<double> smooth_height_profile(const std::vector<double>& profile, const SlicingParameters& slicing_params,
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std::vector<double> smooth_height_profile(const std::vector<double>& profile, const SlicingParameters& slicing_params,
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unsigned int radius)
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unsigned int radius)
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{
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{
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@ -397,7 +396,6 @@ std::vector<double> smooth_height_profile(const std::vector<double>& profile, co
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return ret;
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return ret;
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}
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}
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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void adjust_layer_height_profile(
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void adjust_layer_height_profile(
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const SlicingParameters &slicing_params,
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const SlicingParameters &slicing_params,
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@ -147,10 +147,10 @@ extern std::vector<double> layer_height_profile_adaptive(
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const SlicingParameters& slicing_params,
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const SlicingParameters& slicing_params,
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const ModelObject& object, float cusp_value);
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const ModelObject& object, float cusp_value);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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extern std::vector<double> smooth_height_profile(
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extern std::vector<double> smooth_height_profile(const std::vector<double>& profile, const SlicingParameters& slicing_params,
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const std::vector<double>& profile,
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const SlicingParameters& slicing_params,
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unsigned int radius);
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unsigned int radius);
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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#else
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#else
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extern std::vector<coordf_t> layer_height_profile_adaptive(
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extern std::vector<coordf_t> layer_height_profile_adaptive(
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const SlicingParameters &slicing_params,
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const SlicingParameters &slicing_params,
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@ -44,6 +44,5 @@
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// Enable adaptive layer height profile
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// Enable adaptive layer height profile
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#define ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE (1 && ENABLE_2_2_0_ALPHA1)
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#define ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE (1 && ENABLE_2_2_0_ALPHA1)
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#define ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING (1 && ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE)
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#endif // _technologies_h_
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#endif // _technologies_h_
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@ -132,9 +132,7 @@ GLCanvas3D::LayersEditing::LayersEditing()
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, m_layer_height_profile_modified(false)
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, m_layer_height_profile_modified(false)
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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, m_adaptive_cusp(0.2f)
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, m_adaptive_cusp(0.2f)
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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, m_smooth_radius(5)
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, m_smooth_radius(5)
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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, state(Unknown)
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, state(Unknown)
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, band_width(2.0f)
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, band_width(2.0f)
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@ -285,7 +283,6 @@ void GLCanvas3D::LayersEditing::render_overlay(const GLCanvas3D& canvas) const
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m_adaptive_cusp = std::min(m_adaptive_cusp, (float)m_slicing_parameters->max_layer_height);
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m_adaptive_cusp = std::min(m_adaptive_cusp, (float)m_slicing_parameters->max_layer_height);
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ImGui::SliderFloat("", &m_adaptive_cusp, 0.0f, (float)m_slicing_parameters->max_layer_height, "%.2f");
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ImGui::SliderFloat("", &m_adaptive_cusp, 0.0f, (float)m_slicing_parameters->max_layer_height, "%.2f");
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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ImGui::Separator();
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ImGui::Separator();
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imgui.disabled_begin(m_layer_height_profile.size() < 10);
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imgui.disabled_begin(m_layer_height_profile.size() < 10);
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if (imgui.button(_(L("Smooth"))))
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if (imgui.button(_(L("Smooth"))))
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@ -301,7 +298,6 @@ void GLCanvas3D::LayersEditing::render_overlay(const GLCanvas3D& canvas) const
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if (ImGui::SliderInt("##1", &radius, 1, 10))
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if (ImGui::SliderInt("##1", &radius, 1, 10))
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m_smooth_radius = (unsigned int)radius;
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m_smooth_radius = (unsigned int)radius;
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imgui.disabled_end();
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imgui.disabled_end();
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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ImGui::Separator();
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ImGui::Separator();
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if (imgui.button(_(L("Reset"))))
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if (imgui.button(_(L("Reset"))))
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@ -617,7 +613,6 @@ void GLCanvas3D::LayersEditing::adaptive_layer_height_profile(GLCanvas3D& canvas
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canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
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canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
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}
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}
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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void GLCanvas3D::LayersEditing::smooth_layer_height_profile(GLCanvas3D& canvas, unsigned int radius)
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void GLCanvas3D::LayersEditing::smooth_layer_height_profile(GLCanvas3D& canvas, unsigned int radius)
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{
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{
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m_layer_height_profile = smooth_height_profile(m_layer_height_profile, *m_slicing_parameters, radius);
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m_layer_height_profile = smooth_height_profile(m_layer_height_profile, *m_slicing_parameters, radius);
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@ -625,8 +620,6 @@ void GLCanvas3D::LayersEditing::smooth_layer_height_profile(GLCanvas3D& canvas,
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m_layers_texture.valid = false;
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m_layers_texture.valid = false;
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canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
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canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
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}
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}
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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void GLCanvas3D::LayersEditing::generate_layer_height_texture()
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void GLCanvas3D::LayersEditing::generate_layer_height_texture()
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@ -1256,9 +1249,7 @@ wxDEFINE_EVENT(EVT_GLCANVAS_REDO, SimpleEvent);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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wxDEFINE_EVENT(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE, SimpleEvent);
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wxDEFINE_EVENT(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE, SimpleEvent);
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wxDEFINE_EVENT(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, Event<float>);
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wxDEFINE_EVENT(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, Event<float>);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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wxDEFINE_EVENT(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, Event<unsigned int>);
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wxDEFINE_EVENT(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, Event<unsigned int>);
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#if ENABLE_THUMBNAIL_GENERATOR
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#if ENABLE_THUMBNAIL_GENERATOR
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@ -1577,15 +1568,12 @@ void GLCanvas3D::adaptive_layer_height_profile(float cusp)
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m_dirty = true;
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m_dirty = true;
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}
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}
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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void GLCanvas3D::smooth_layer_height_profile(unsigned int radius)
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void GLCanvas3D::smooth_layer_height_profile(unsigned int radius)
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{
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{
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m_layers_editing.smooth_layer_height_profile(*this, radius);
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m_layers_editing.smooth_layer_height_profile(*this, radius);
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m_layers_editing.state = LayersEditing::Completed;
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m_layers_editing.state = LayersEditing::Completed;
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m_dirty = true;
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m_dirty = true;
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}
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}
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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bool GLCanvas3D::is_reload_delayed() const
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bool GLCanvas3D::is_reload_delayed() const
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@ -107,9 +107,7 @@ wxDECLARE_EVENT(EVT_GLCANVAS_REDO, SimpleEvent);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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wxDECLARE_EVENT(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE, SimpleEvent);
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wxDECLARE_EVENT(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE, SimpleEvent);
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wxDECLARE_EVENT(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, Event<float>);
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wxDECLARE_EVENT(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, Event<float>);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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wxDECLARE_EVENT(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, Event<unsigned int>);
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wxDECLARE_EVENT(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, Event<unsigned int>);
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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class GLCanvas3D
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class GLCanvas3D
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@ -184,9 +182,7 @@ private:
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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mutable float m_adaptive_cusp;
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mutable float m_adaptive_cusp;
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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mutable unsigned int m_smooth_radius;
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mutable unsigned int m_smooth_radius;
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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class LayersTexture
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class LayersTexture
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@ -237,9 +233,7 @@ private:
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void reset_layer_height_profile(GLCanvas3D& canvas);
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void reset_layer_height_profile(GLCanvas3D& canvas);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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void adaptive_layer_height_profile(GLCanvas3D& canvas, float cusp);
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void adaptive_layer_height_profile(GLCanvas3D& canvas, float cusp);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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void smooth_layer_height_profile(GLCanvas3D& canvas, unsigned int radius);
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void smooth_layer_height_profile(GLCanvas3D& canvas, unsigned int radius);
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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static float get_cursor_z_relative(const GLCanvas3D& canvas);
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static float get_cursor_z_relative(const GLCanvas3D& canvas);
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@ -537,9 +531,7 @@ public:
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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void reset_layer_height_profile();
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void reset_layer_height_profile();
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void adaptive_layer_height_profile(float cusp);
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void adaptive_layer_height_profile(float cusp);
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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void smooth_layer_height_profile(unsigned int radius);
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void smooth_layer_height_profile(unsigned int radius);
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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bool is_reload_delayed() const;
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bool is_reload_delayed() const;
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@ -2090,9 +2090,7 @@ Plater::priv::priv(Plater *q, MainFrame *main_frame)
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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view3D_canvas->Bind(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE, [this](SimpleEvent&) { this->view3D->get_canvas3d()->reset_layer_height_profile(); });
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view3D_canvas->Bind(EVT_GLCANVAS_RESET_LAYER_HEIGHT_PROFILE, [this](SimpleEvent&) { this->view3D->get_canvas3d()->reset_layer_height_profile(); });
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view3D_canvas->Bind(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, [this](Event<float>& evt) { this->view3D->get_canvas3d()->adaptive_layer_height_profile(evt.data); });
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view3D_canvas->Bind(EVT_GLCANVAS_ADAPTIVE_LAYER_HEIGHT_PROFILE, [this](Event<float>& evt) { this->view3D->get_canvas3d()->adaptive_layer_height_profile(evt.data); });
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#if ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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view3D_canvas->Bind(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, [this](Event<unsigned int>& evt) { this->view3D->get_canvas3d()->smooth_layer_height_profile(evt.data); });
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view3D_canvas->Bind(EVT_GLCANVAS_SMOOTH_LAYER_HEIGHT_PROFILE, [this](Event<unsigned int>& evt) { this->view3D->get_canvas3d()->smooth_layer_height_profile(evt.data); });
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE_SMOOTHING
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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#endif // ENABLE_ADAPTIVE_LAYER_HEIGHT_PROFILE
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// 3DScene/Toolbar:
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// 3DScene/Toolbar:
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