FIX: calculation error in overhang area

bug: There is a part of the overhang area in the model that cannot be applied

Change-Id: Ia1045225776ccb0e8730912aae1d4c7509f40c5b
(cherry picked from commit daa3e131564690e9e169313d147fd84537b898ca)
This commit is contained in:
zhou.xu 2023-08-01 16:46:53 +08:00 committed by Lane.Wei
parent a20ae7ec5b
commit 754085734e

View file

@ -254,8 +254,7 @@ void TriangleSelector::select_patch(int facet_start, std::unique_ptr<Cursor> &&c
}
}
const float highlight_angle_limit = cos(Geometry::deg2rad(highlight_by_angle_deg));
Vec3f vec_down = (trafo_no_translate.inverse() * -Vec3d::UnitZ()).normalized().cast<float>();
const float highlight_angle_limit = -cos(Geometry::deg2rad(highlight_by_angle_deg));
// BBS
std::vector<int> start_facets;
@ -333,8 +332,7 @@ void TriangleSelector::seed_fill_select_triangles(const Vec3f &hit, int facet_st
facet_queue.push(facet_start);
const double facet_angle_limit = cos(Geometry::deg2rad(seed_fill_angle)) - EPSILON;
const float highlight_angle_limit = cos(Geometry::deg2rad(highlight_by_angle_deg));
Vec3f vec_down = (trafo_no_translate.inverse() * -Vec3d::UnitZ()).normalized().cast<float>();
const float highlight_angle_limit = -cos(Geometry::deg2rad(highlight_by_angle_deg));
// Depth-first traversal of neighbors of the face hit by the ray thrown from the mouse cursor.
while (!facet_queue.empty()) {