Removed some legacy unused code which caused overflows with larger beds,

the problem was not visible in Release mode (SPE-2318)
This commit is contained in:
Lukas Matena 2024-05-28 14:16:13 +02:00
parent 208082381a
commit 8aba30a8cb
2 changed files with 0 additions and 18 deletions

View File

@ -85,7 +85,6 @@ bool Bed3D::set_shape(const Pointfs& bed_shape, const double max_print_height, c
const BoundingBox bbox = m_contour.contour.bounding_box();
if (!bbox.defined)
throw RuntimeError(std::string("Invalid bed shape"));
m_polygon = offset(m_contour.contour, (float)bbox.radius() * 1.7f, jtRound, scale_(0.5)).front();
m_triangles.reset();
m_gridlines.reset();
@ -104,16 +103,6 @@ bool Bed3D::set_shape(const Pointfs& bed_shape, const double max_print_height, c
return true;
}
bool Bed3D::contains(const Point& point) const
{
return m_polygon.contains(point);
}
Point Bed3D::point_projection(const Point& point) const
{
return m_polygon.point_projection(point);
}
void Bed3D::render(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor, bool show_texture)
{
render_internal(canvas, view_matrix, projection_matrix, bottom, scale_factor, show_texture, false);

View File

@ -41,8 +41,6 @@ private:
BoundingBoxf3 m_extended_bounding_box;
// Print bed polygon
ExPolygon m_contour;
// Slightly expanded print bed polygon, for collision detection.
Polygon m_polygon;
GLModel m_triangles;
GLModel m_gridlines;
GLModel m_contourlines;
@ -76,11 +74,6 @@ public:
// Bounding box around the print bed, axes and model, for rendering.
const BoundingBoxf3& extended_bounding_box() const { return m_extended_bounding_box; }
// Check against an expanded 2d bounding box.
//FIXME shall one check against the real build volume?
bool contains(const Point& point) const;
Point point_projection(const Point& point) const;
void render(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor, bool show_texture);
void render_axes();
void render_for_picking(GLCanvas3D& canvas, const Transform3d& view_matrix, const Transform3d& projection_matrix, bool bottom, float scale_factor);