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Generate walls and split solid infill in parallel
Same output, ~2.2 min for the LOTR map plate, was ~2.6.
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@@ -1472,20 +1472,23 @@ static inline std::vector<std::vector<ExPolygons>> segmentation_top_and_bottom_l
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&shell_top_by_layer, &shell_bottom_by_layer](const tbb::blocked_range<size_t> &range) {
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for (size_t layer_idx = range.begin(); layer_idx < range.end(); ++ layer_idx) {
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throw_on_cancel_callback();
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ExPolygons painted_exploys;
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for (size_t color_idx = 0; color_idx < triangles_by_color_merged.size(); ++color_idx) {
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// The per-colour unions below are independent of each other, so they run in parallel (a painted top or
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// bottom face puts all of its colours on one layer); whatever combines the colours stays in colour order.
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const auto merge_colour_union = [&](size_t color_idx) {
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auto &self = triangles_by_color_merged[color_idx][layer_idx];
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append(self, std::move(triangles_by_color_bottom[color_idx][layer_idx]));
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append(self, std::move(triangles_by_color_top[color_idx][layer_idx]));
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self = union_ex(self);
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};
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tbb::parallel_for(size_t(0), triangles_by_color_merged.size(), merge_colour_union);
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append(painted_exploys, self);
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}
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ExPolygons painted_exploys;
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for (size_t color_idx = 0; color_idx < triangles_by_color_merged.size(); ++color_idx)
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append(painted_exploys, triangles_by_color_merged[color_idx][layer_idx]);
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painted_exploys = union_ex(painted_exploys);
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//BBS: merge the top and bottom shell layers
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for (size_t color_idx = 0; color_idx < triangles_by_color_merged.size(); ++color_idx) {
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tbb::parallel_for(size_t(0), triangles_by_color_merged.size(), [&](size_t color_idx) {
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auto &self = triangles_by_color_merged[color_idx][layer_idx];
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auto top_area = diff_ex(union_ex(shell_top_by_layer[color_idx][layer_idx]), painted_exploys);
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@@ -1494,7 +1497,7 @@ static inline std::vector<std::vector<ExPolygons>> segmentation_top_and_bottom_l
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append(self, top_area);
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append(self, bottom_area);
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self = union_ex(self);
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}
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});
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// Trim one region by the other if some of the regions overlap.
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ExPolygons painted_regions;
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for (size_t color_idx = 1; color_idx < triangles_by_color_merged.size(); ++color_idx) {
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