* Add Missing Includes Across src/libslic3r
Every libslic3r source and header now directly includes the headers declaring what it uses, rather than relying on the precompiled header or transitive includes. Generated with clang-tidy misc-include-cleaner, with libslic3r headers spelled libslic3r/... so they resolve outside the library's private include paths. MultiMaterialSegmentation.hpp, Support/SupportParameters.hpp and Format/STEP.hpp are made self-contained by hand.
* Make the libslic3r Headers Compile on Their Own
Each now includes, or forward-declares, what it uses instead of relying on what its includers happened to include first. Left out: I18N.hpp, which errors on purpose when included from GUI code, and VoxelizeCSGMesh.hpp and SLA/bicubic.h, which nothing includes and which no longer compile at all.
* Add the Includes Missing From the Hand-Fixed libslic3r Headers
clang-tidy would not edit these headers while they failed to compile on their own, so the first pass skipped them. With the headers now self-contained, a second pass adds the rest.
* Keep Windows Setup Ahead of the Added libslic3r Includes
Print.cpp and Thread.cpp open with a _WIN32 block that has to come first; without the precompiled header, Print.cpp otherwise reaches windows.h through OCCT with NONLS defined and boost/regex fails. OpenVDBUtils.cpp and SLA/SupportTreeBuilder.cpp had includes inside #ifndef NOMINMAX, which libslic3r defines on Windows, so those were skipped there. .clang-tidy also ignores the MSVC STL and UCRT internals, Boost.Multiprecision's fwd.hpp and CPython's Windows include directory.
* Re-Add libslic3r Includes After the Clipper2 2.0.1 Migration
Rebasing onto main took main's version of the files the Clipper2 migration rewrote, so their added includes are restored here, along with includes for main's new code. Clipper2's individual headers are now ignored by clang-tidy: they only build the Z variant through clipper2_z.hpp, which defines USINGZ first, so including clipper.core.h and the like directly broke ClipperZUtils.cpp.
* Validate OBJ Texture-Coordinate Indices
load_obj read the texture coordinates of a face without checking the
vt index, so a face referencing a vt past the end of the list read out
of bounds and crashed, and a face vertex with no vt read index -1.
Out-of-range or missing indices now fall back to a zero UV. The face
keeps its entry in the per-face UV list, so the following faces stay
aligned, and the geometry loads as before.
Negative (relative) vt indices were also rebased by dividing the float
count by 3, but each vt stores two floats.
* Reject DRC Meshes Without Positions or with Invalid Face Indices
load_drc dereferenced the POSITION attribute without checking that the
mesh has one, and trusted the decoded face indices, which the Draco
decoder does not check against the point count. Both now fail the load
cleanly. A failed vertex conversion is treated the same way.
The libslic3r tests link Draco so they can encode the malformed meshes
in-test.
* Keep OBJ Texture Coordinates That Carry a W Component
The vt parser stopped reading the optional third component when texture
coordinates were cut down to u and v, but the check that nothing is left
on the line stayed. A legal "vt u v w" line was therefore rejected and
silently dropped, shifting every later texture index. The w component is
parsed again and discarded.
The texture coordinate stride is now a named constant, OBJ_TEXCOORD_LENGTH,
used by the parser and the importer, so the relative-index rebase cannot
drift from the storage layout again.
* Add read support for Google's Draco (.drc) format.
* Fix build on Linux
* Use boost instead of fstat.
* Switch to boost memory-mapped file to save RAM and potentially improve performance.
* Trim trailing whitespace.
* Initial Draco write support.
Currently always exports with 16-bit precision and speed 0 (best compression).
The back-end function does have arguments to specify them, it's just not hooked into the GUI.
* Add Draco to the About dialogue.
* Fix Linux compile (hopefully)
* Add an option to associate DRC files on Windows.
* Implement a Preferences option to set Draco position quantization bits
* Update src/slic3r/GUI/Preferences.cpp
Co-authored-by: Ian Bassi <ian.bassi@outlook.com>
* Some slight changes to ianalexis's suggestion.
* Implement a create_item_spinctrl() function for numeric inputs, and use that instead of create_item_input().
* Move "bits" to inside the spinctrl box.
* Refactor following yw4z's feedback
* Update src/slic3r/GUI/Preferences.cpp
Co-authored-by: Ian Bassi <ian.bassi@outlook.com>
* Change to 0 bits as the default setting for Draco export precision.
* Change to a lossy checkbox and a bits field with a range of 8-30.
* Proper SpinInput code from yw4z
* Revert "Proper SpinInput code from yw4z"
This reverts commit 7e9c85f31a.
* Revert "Change to a lossy checkbox and a bits field with a range of 8-30."
This reverts commit d642c9bcc0.
* Redo preferences based on SoftFever's feedback
* Refactor to minimize code duplication
* Fix padding
* Improve Draco export quality level tooltip clarity
Clarify that 0 means lossless compression (not uncompressed),
document the valid lossy range (8-30), and better explain the
tradeoff between file size and geometric detail.
---------
Co-authored-by: SoftFever <softfeverever@gmail.com>
Co-authored-by: Noisyfox <timemanager.rick@gmail.com>
Co-authored-by: Ian Bassi <ian.bassi@outlook.com>