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* 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.
50 lines
1.8 KiB
C++
50 lines
1.8 KiB
C++
#pragma once
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// T-junction resolution and edge-defect accounting.
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//
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// Decimation can collapse a long edge whose interior still carries neighbouring triangles' vertices.
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// Those then sit *on* an edge rather than at an end: watertight vertex-for-vertex, but the edge has
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// one incident face on one side, which a slicer reads as an open boundary. This splits the offending
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// face into a fan so every on-edge vertex becomes a real corner.
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#include <cstddef>
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#include <cstdint>
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#include <vector>
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#include "TextureBakeIndex.hpp"
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namespace Slic3r {
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namespace TextureBake {
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struct EdgeDefects
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{
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size_t open = 0, non_manifold = 0, triangles = 0;
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};
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// Welds at the export grid first: counting on the un-snapped mesh reports defects the file does not
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// have and misses ones it does.
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EdgeDefects count_edge_defects(const TriSoup &geometry, double quant = WELD_GRID_EXPORT);
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// Triangles a slicer would drop as degenerate. Each one, removed, punches a hole - so a non-zero
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// count means watertight only on paper.
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size_t count_area_slivers(const TriSoup &geometry);
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struct RepairOptions
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{
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// Coordinates are snapped onto this grid, matching the precision files are written with.
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double weld_quant = WELD_GRID_EXPORT;
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// How far off an edge a vertex may sit and still count as on it. Well above the harvest
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// tolerance, since harvesting leaves a region flat only to within that, making a collapsed edge a
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// chord the on-edge vertices deviate from by about as much. Still far below the weld grid.
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double on_seg_tol = 0.02;
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// Splitting one face can expose another behind it, so the pass cascades.
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int max_iters = 16;
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};
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TriSoup resolve_t_junctions(const TriSoup &geometry, const RepairOptions &opts = {});
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} // namespace TextureBake
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} // namespace Slic3r
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