Rearrange code a little bit to make it more reusable

This commit is contained in:
Noisyfox
2026-05-09 16:16:06 +08:00
parent 4490dccade
commit bfde91685e
3 changed files with 43 additions and 39 deletions

View File

@@ -14,27 +14,6 @@ namespace Slic3r {
using namespace Geometry;
// Remap painting data from saved source to a cut result mesh, and set on a volume.
static void remap_and_set_painting(ModelVolume* vol, const std::optional<TriangleSelector::SavedPainting>& saved)
{
if (!saved) {
return;
}
auto remap_one = [&](const TriangleSelector::TriangleSplittingData& src_data,
FacetsAnnotation& target_facets) {
if (src_data.bitstream.empty())
return;
auto result = TriangleSelector::remap_painting(saved->mesh.its, src_data, vol->mesh().its, translation_transform(vol->mesh().get_init_shift()));
if (!result.bitstream.empty())
target_facets.set_data(result);
};
remap_one(saved->supported, vol->supported_facets);
remap_one(saved->seam, vol->seam_facets);
remap_one(saved->mmu, vol->mmu_segmentation_facets);
remap_one(saved->fuzzy, vol->fuzzy_skin_facets);
}
static void apply_tolerance(ModelVolume* vol)
{
ModelVolume::CutInfo& cut_info = vol->cut_info;
@@ -213,24 +192,24 @@ static void process_solid_part_cut(ModelVolume* volume, const Transform3d& insta
if (attributes.has(ModelObjectCutAttribute::KeepAsParts)) {
if (!upper_mesh.empty()) {
add_cut_volume(upper_mesh, upper, volume, cut_matrix, "_A");
remap_and_set_painting(upper->volumes.back(), saved_painting);
upper->volumes.back()->restore_painting(saved_painting);
}
if (!lower_mesh.empty()) {
add_cut_volume(lower_mesh, upper, volume, cut_matrix, "_B");
upper->volumes.back()->cut_info.is_from_upper = false;
remap_and_set_painting(upper->volumes.back(), saved_painting);
upper->volumes.back()->restore_painting(saved_painting);
}
return;
}
if (attributes.has(ModelObjectCutAttribute::KeepUpper) && !upper_mesh.empty()) {
add_cut_volume(upper_mesh, upper, volume, cut_matrix);
remap_and_set_painting(upper->volumes.back(), saved_painting);
upper->volumes.back()->restore_painting(saved_painting);
}
if (attributes.has(ModelObjectCutAttribute::KeepLower) && !lower_mesh.empty()) {
add_cut_volume(lower_mesh, lower, volume, cut_matrix);
remap_and_set_painting(lower->volumes.back(), saved_painting);
lower->volumes.back()->restore_painting(saved_painting);
}
}