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synced 2025-08-15 14:25:56 +08:00
Bugfix: legacy return value exception caused problems with vertical surfaces
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@ -71,9 +71,9 @@ $adaptive_slicing->prepare(20);
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subtest 'max layer_height limited by extruder capabilities' => sub {
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subtest 'max layer_height limited by extruder capabilities' => sub {
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plan tests => 3;
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plan tests => 3;
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ok (_eq($adaptive_slicing->next_layer_height(1, 50, 0.1, 0.15), 0.15), 'low');
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ok (_eq($adaptive_slicing->next_layer_height(1, 20, 0.1, 0.15), 0.15), 'low');
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ok (_eq($adaptive_slicing->next_layer_height(1, 80, 0.1, 0.4), 0.4), 'higher');
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ok (_eq($adaptive_slicing->next_layer_height(1, 20, 0.1, 0.4), 0.4), 'higher');
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ok (_eq($adaptive_slicing->next_layer_height(1, 80, 0.1, 0.65), 0.65), 'highest');
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ok (_eq($adaptive_slicing->next_layer_height(1, 20, 0.1, 0.65), 0.65), 'highest');
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};
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};
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subtest 'min layer_height limited by extruder capabilities' => sub {
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subtest 'min layer_height limited by extruder capabilities' => sub {
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@ -87,7 +87,7 @@ subtest 'min layer_height limited by extruder capabilities' => sub {
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subtest 'correct layer_height depending on the facet normals' => sub {
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subtest 'correct layer_height depending on the facet normals' => sub {
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plan tests => 3;
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plan tests => 3;
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ok (_eq($adaptive_slicing->next_layer_height(1, 90, 0.1, 0.5), 0.5), 'limit');
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ok (_eq($adaptive_slicing->next_layer_height(1, 10, 0.1, 0.5), 0.5), 'limit');
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ok (_eq($adaptive_slicing->next_layer_height(4, 80, 0.1, 0.5), 0.1546), '45deg facet, quality_value: 0.2');
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ok (_eq($adaptive_slicing->next_layer_height(4, 80, 0.1, 0.5), 0.1546), '45deg facet, quality_value: 0.2');
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ok (_eq($adaptive_slicing->next_layer_height(4, 50, 0.1, 0.5), 0.3352), '45deg facet, quality_value: 0.5');
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ok (_eq($adaptive_slicing->next_layer_height(4, 50, 0.1, 0.5), 0.3352), '45deg facet, quality_value: 0.5');
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};
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};
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@ -176,7 +176,7 @@ float SlicingAdaptive::_layer_height_from_facet(int ordered_id, float scaled_qua
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{
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{
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float normal_z = std::abs(m_face_normal_z[ordered_id]);
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float normal_z = std::abs(m_face_normal_z[ordered_id]);
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float height = scaled_quality_factor/(SURFACE_CONST + normal_z/2);
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float height = scaled_quality_factor/(SURFACE_CONST + normal_z/2);
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return (normal_z == 0.f) ? 9999.f : height;
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return height;
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}
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}
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}; // namespace Slic3r
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}; // namespace Slic3r
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