public void SetToolpaths(ToolpathGenerator generator) { DiscardToolpaths(); ToolpathSO so = new ToolpathSO(); so.Create(generator.Toolpaths, generator.Settings.CloneAs <SingleMaterialFFFSettings>(), CCMaterials.PreviewMeshMaterial); so.SetSlices(generator.Slices); CurrentLayersInfo = generator.LayerInfo; // make sure current layer value is valid current_layer = MathUtil.Clamp(current_layer, 0, CurrentLayersInfo.Count - 1); // update toolpaths CurrentToolpaths = so; CC.ActiveScene.AddSceneObject(CurrentToolpaths, false); CurrentToolpaths.ZInterval = CurrentLayersInfo.GetLayerZInterval(current_layer); CC.GCodeAnalysis.AddToolpaths(CurrentToolpaths); }