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WIP: Reworked slicing
1) Slicing code moved to TriangleMeshSlicer.cpp,hpp from TriangleMesh.cpp,hpp 2) Refactored to use as little as possible of admesh.
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@@ -13,6 +13,7 @@
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#include <libslic3r/SVG.hpp>
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#include <libslic3r/ClipperUtils.hpp>
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#include <libslic3r/TriangleMeshSlicer.hpp>
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#include <libslic3r/TriangulateWall.hpp>
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#include <libslic3r/Tesselate.hpp>
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#include <libslic3r/SlicesToTriangleMesh.hpp>
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@@ -320,7 +321,7 @@ static void recreate_object_from_rasters(const std::string &objname, float lh) {
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bb = mesh.bounding_box();
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std::vector<ExPolygons> layers;
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slice_mesh(mesh, grid(float(bb.min.z()) + lh, float(bb.max.z()), lh), layers, 0.f, []{});
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slice_mesh(mesh, grid(float(bb.min.z()) + lh, float(bb.max.z()), lh), layers);
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sla::RasterBase::Resolution res{2560, 1440};
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double disp_w = 120.96;
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