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test forgotten from 3aea01e815af4582be2a1dcf9a95d2588303879a
change a bit the min width for gapfill in rectiwgf
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@ -1853,7 +1853,7 @@ FillRectilinear2WGapFill::fill_surface_extrusion(const Surface *surface, const F
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double min = 0.2 * params.flow->scaled_width() * (1 - INSET_OVERLAP_TOLERANCE);
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double max = 2. * params.flow->scaled_width();
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// collapse
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double min_offset = 0.2 * params.flow->scaled_width() * (1 - INSET_OVERLAP_TOLERANCE);
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double min_offset = 0.1 * params.flow->scaled_width() * (1 - INSET_OVERLAP_TOLERANCE);
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//be sure we don't gapfill where the perimeters are already touching each other (negative spacing).
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min = std::max(min, double(Flow::new_from_spacing(EPSILON, params.flow->nozzle_diameter , params.flow->height, false).scaled_width()));
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double max_offset = 2. * params.flow->scaled_spacing();
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84
src/test/libslic3r/test_extrusion_entity.cpp
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84
src/test/libslic3r/test_extrusion_entity.cpp
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@ -0,0 +1,84 @@
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//#define CATCH_CONFIG_DISABLE
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#include <catch.hpp>
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#include <string>
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#include "../test_data.hpp"
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#include "../../libslic3r/libslic3r.h"
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#include "../../libslic3r/ExtrusionEntityCollection.hpp"
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#include "../../libslic3r/ExtrusionEntity.hpp"
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#include "../../libslic3r/Point.hpp"
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#include <cstdlib>
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Slic3r::Point random_point(float LO=-50, float HI=50) {
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float x = LO + static_cast <float> (rand()) /( static_cast <float> (RAND_MAX/(HI-LO)));
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float y = LO + static_cast <float> (rand()) /( static_cast <float> (RAND_MAX/(HI-LO)));
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return Slic3r::Point(x, y);
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}
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// build a sample extrusion entity collection with random start and end points.
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Slic3r::ExtrusionPath random_path(size_t length = 20, float LO=-50, float HI=50) {
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Slic3r::ExtrusionPath t { Slic3r::ExtrusionRole::erPerimeter, 1.0, 1.0, 1.0};
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for (size_t j = 0; j < length; j++) {
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t.polyline.append(random_point(LO, HI));
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}
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return t;
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}
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Slic3r::ExtrusionPaths random_paths(size_t count=10, size_t length=20, float LO=-50, float HI=50) {
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Slic3r::ExtrusionPaths p;
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for (size_t i = 0; i < count; i++)
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p.push_back(random_path(length, LO, HI));
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return p;
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}
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using namespace Slic3r;
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SCENARIO("ExtrusionEntityCollection: Polygon flattening") {
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srand(0xDEADBEEF); // consistent seed for test reproducibility.
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// Generate one specific random path set and save it for later comparison
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Slic3r::ExtrusionPaths nosort_path_set {random_paths()};
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Slic3r::ExtrusionEntityCollection sub_nosort;
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sub_nosort.append(nosort_path_set);
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sub_nosort.no_sort = true;
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Slic3r::ExtrusionEntityCollection sub_sort;
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sub_sort.no_sort = false;
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sub_sort.append(random_paths());
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GIVEN("A Extrusion Entity Collection with a child that has one child that is marked as no-sort") {
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Slic3r::ExtrusionEntityCollection sample;
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sample.append(sub_sort);
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sample.append(sub_nosort);
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sample.append(sub_sort);
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WHEN("The EEC is flattened with default options (preserve_order=false)") {
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Slic3r::ExtrusionEntityCollection output = Slic3r::FlatenEntities(false).flatten(sample);
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THEN("The output EEC contains no Extrusion Entity Collections") {
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CHECK(std::count_if(output.entities.cbegin(), output.entities.cend(), [=](const ExtrusionEntity* e) {return e->is_collection();}) == 0);
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}
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}
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WHEN("The EEC is flattened with preservation (preserve_order=true)") {
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Slic3r::ExtrusionEntityCollection output = Slic3r::FlatenEntities(true).flatten(sample);
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THEN("The output EECs contains one EEC.") {
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CHECK(std::count_if(output.entities.cbegin(), output.entities.cend(), [=](const ExtrusionEntity* e) {return e->is_collection();}) == 1);
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}
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AND_THEN("The ordered EEC contains the same order of elements than the original") {
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// find the entity in the collection
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for (auto e : output.entities) {
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if (!e->is_collection()) continue;
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Slic3r::ExtrusionEntityCollection* temp = dynamic_cast<ExtrusionEntityCollection*>(e);
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// check each Extrusion path against nosort_path_set to see if the first and last match the same
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CHECK(nosort_path_set.size() == temp->entities.size());
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for (size_t i = 0; i < nosort_path_set.size(); i++) {
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CHECK(temp->entities[i]->first_point() == nosort_path_set[i].first_point());
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CHECK(temp->entities[i]->last_point() == nosort_path_set[i].last_point());
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}
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}
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}
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}
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}
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}
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