fix stand-alone drill ops

This commit is contained in:
Stewart Allen 2021-12-19 13:39:12 -05:00
commit ca2328f044

View file

@ -1179,6 +1179,7 @@
let { ops, slicer, widget, unsafe, sliceAll } = state; let { ops, slicer, widget, unsafe, sliceAll } = state;
let real = ops.map(rec => rec.op).filter(op => op); let real = ops.map(rec => rec.op).filter(op => op);
let drill = real.filter(op => op.type === 'drill').length > 0;
let rough = real.filter(op => op.type === 'rough').length > 0; let rough = real.filter(op => op.type === 'rough').length > 0;
let outline = real.filter(op => op.type === 'outline').length > 0; let outline = real.filter(op => op.type === 'outline').length > 0;
let outlineOut = real.filter(op => op.type === 'outline' && op.outside).length > 0; let outlineOut = real.filter(op => op.type === 'outline' && op.outside).length > 0;
@ -1192,7 +1193,7 @@
let tshadow = []; let tshadow = [];
let tzindex = slicer.interval(minStepDown, { fit: true, off: 0.01, down: true, flats: true }); let tzindex = slicer.interval(minStepDown, { fit: true, off: 0.01, down: true, flats: true });
let complex = tzindex.length > 50 || widget.vertices.length > 1000000; let complex = tzindex.length > 50 || widget.vertices.length > 1000000;
let skipTerrain = unsafe || (!rough && !outline && complex); let skipTerrain = unsafe || (!rough && !outline && !drill && complex);
if (skipTerrain) { if (skipTerrain) {
console.log("skipping terrain generation"); console.log("skipping terrain generation");