fix shadow skip logic bug (filter vs map) and added vertex threshold
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1c9be01acd
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3 changed files with 7 additions and 6 deletions
1
notes.md
1
notes.md
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@ -59,6 +59,7 @@
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* `B` outside cutting direction in roughing mode inverted
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* `B` on rotation, tabs dissociate from parts whose center changes with rotation
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* `F` new registration style: offset cutout
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* `F` z thru should apply to any thru hole
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* `F` update analyzer to detect overhangs
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* `F` add linear clearing strategy option for roughing / pocket
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@ -116,7 +116,7 @@
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track = v.track || undefined,
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widget = KIRI.newWidget(id, KIRI.Widget.Groups.forid(group));
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widget.loadVertices(v.json ? v.geo.toFloat32() : v.geo);
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widget.saved = time();
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widget.saved = Date.now();
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if (track && track.pos) {
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widget.track = track;
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widget.move(track.pos.x, track.pos.y, track.pos.z, true);
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@ -925,11 +925,11 @@
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slice(progress) {
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let state = this.state;
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let { ops, slicer } = state;
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let { ops, slicer, widget } = state;
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let real = ops.map(rec => rec.op).filter(op => op);
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let rough = real.map(op => op.type === 'rough').length > 0;
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let outlineIn = real.map(op => op.type === 'outline' && op.inside).length > 0;
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let rough = real.filter(op => op.type === 'rough').length > 0;
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let outlineIn = real.filter(op => op.type === 'outline' && op.inside).length > 0;
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let minStepDown = real
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.map(op => (op.down || 3) / 3)
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@ -938,10 +938,10 @@
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let tslices = [];
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let tshadow = [];
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let tzindex = slicer.interval(minStepDown, { fit: true, off: 0.01, down: true, flats: true });
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let skipTerrain = !(rough || outlineIn) && tzindex.length > 50;
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let skipTerrain = !(rough || outlineIn) && (tzindex.length > 50 || widget.vertices.length > 1000000);
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if (skipTerrain) {
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console.log("skipping terrain generation for speed");
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console.log("skipping terrain generation");
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tzindex = [ tzindex.pop() ];
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}
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