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admesh refactoring: Use Eigen vec3i for indexed triangles.
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10 changed files with 369 additions and 493 deletions
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@ -614,8 +614,8 @@ void TriangleMeshSlicer::init(const TriangleMesh *_mesh, throw_on_cancel_callbac
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for (uint32_t facet_idx = 0; facet_idx < this->mesh->stl.stats.number_of_facets; ++ facet_idx)
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for (int i = 0; i < 3; ++ i) {
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EdgeToFace &e2f = edges_map[facet_idx*3+i];
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e2f.vertex_low = this->mesh->its.indices[facet_idx].vertex[i];
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e2f.vertex_high = this->mesh->its.indices[facet_idx].vertex[(i + 1) % 3];
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e2f.vertex_low = this->mesh->its.indices[facet_idx][i];
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e2f.vertex_high = this->mesh->its.indices[facet_idx][(i + 1) % 3];
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e2f.face = facet_idx;
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// 1 based indexing, to be always strictly positive.
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e2f.face_edge = i + 1;
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@ -852,7 +852,7 @@ TriangleMeshSlicer::FacetSliceType TriangleMeshSlicer::slice_facet(
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// Reorder vertices so that the first one is the one with lowest Z.
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// This is needed to get all intersection lines in a consistent order
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// (external on the right of the line)
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const int *vertices = this->mesh->its.indices[facet_idx].vertex;
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const stl_triangle_vertex_indices &vertices = this->mesh->its.indices[facet_idx];
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int i = (facet.vertex[1].z() == min_z) ? 1 : ((facet.vertex[2].z() == min_z) ? 2 : 0);
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// These are used only if the cut plane is tilted:
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