#include #include "libslic3r/Model.hpp" using namespace Slic3r; // convex_hull_2d does not clip geometry below the bed, so these cases avoid // sinking transforms. TEST_CASE("A part's 2D convex hull is its footprint projected onto the bed", "[Model]") { Model model; ModelObject* object = model.add_object(); // Keep the cube's raw coordinates ([0,20] on every axis): the default // add_volume re-centers the geometry, which would move the footprint. object->add_volume(make_cube(20, 20, 20), ModelVolumeType::MODEL_PART, false); SECTION("identity transform yields the 20 mm square") { const Polygon hull = object->convex_hull_2d(Geometry::Transformation{}.get_matrix()); const BoundingBox bb = hull.bounding_box(); CHECK(hull.size() == 4); CHECK(bb.min.x() == scaled(0.)); CHECK(bb.min.y() == scaled(0.)); CHECK(bb.max.x() == scaled(20.)); CHECK(bb.max.y() == scaled(20.)); } SECTION("scaling and offset move and grow the footprint") { Geometry::Transformation t; t.set_scaling_factor({2, 2, 2}); // cube now spans [0,40] t.set_offset({10, 5, 0}); // then shift +10 in X, +5 in Y const Polygon hull = object->convex_hull_2d(t.get_matrix()); const BoundingBox bb = hull.bounding_box(); CHECK(hull.size() == 4); CHECK(bb.min.x() == scaled(10.)); CHECK(bb.min.y() == scaled(5.)); CHECK(bb.max.x() == scaled(50.)); CHECK(bb.max.y() == scaled(45.)); } }