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https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-16 03:07:55 -06:00
TriangleSelector: Reusing of previously calculated triangle divisions, partial garbage collection implementation
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fb73bb1c66
commit
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2 changed files with 117 additions and 65 deletions
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@ -800,51 +800,29 @@ void GLGizmoFdmSupports::on_save(cereal::BinaryOutputArchive&) const
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}
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// sides_to_split==-1 : just restore previous split
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void TriangleSelector::Triangle::set_division(int sides_to_split, int special_side_idx)
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{
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assert(sides_to_split >=0 && sides_to_split <= 3);
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assert(sides_to_split >=-1 && sides_to_split <= 3);
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assert(special_side_idx >=-1 && special_side_idx < 3);
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// If splitting one or two sides, second argument must be provided.
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assert(sides_to_split != 1 || special_side_idx != -1);
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assert(sides_to_split != 2 || special_side_idx != -1);
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division_type = sides_to_split | ((special_side_idx != -1 ? special_side_idx : 0 ) <<2);
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}
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void TriangleSelector::Triangle::set_state(FacetSupportType type)
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{
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// If this is not a leaf-node, this makes no sense and
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// the bits are used for storing index of an edge.
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assert(! is_split());
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division_type = (int8_t(type) << 2);
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}
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int TriangleSelector::Triangle::side_to_keep() const
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{
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assert(number_of_split_sides() == 2);
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return division_type >> 2;
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}
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int TriangleSelector::Triangle::side_to_split() const
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{
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assert(number_of_split_sides() == 1);
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return division_type >> 2;
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}
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FacetSupportType TriangleSelector::Triangle::get_state() const
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{
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assert(! is_split()); // this must be leaf
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return FacetSupportType(division_type >> 2);
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if (sides_to_split != -1) {
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this->number_of_splits = sides_to_split;
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if (sides_to_split != 0) {
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assert(old_number_of_splits == 0);
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this->special_side_idx = special_side_idx;
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this->old_number_of_splits = sides_to_split;
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}
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}
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else {
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assert(old_number_of_splits != 0);
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this->number_of_splits = old_number_of_splits;
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// indices of children should still be there.
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}
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}
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@ -938,17 +916,29 @@ bool TriangleSelector::select_triangle(int facet_idx, FacetSupportType type, boo
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}
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bool TriangleSelector::split_triangle(int facet_idx)
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void TriangleSelector::split_triangle(int facet_idx)
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{
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if (m_triangles[facet_idx].is_split()) {
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// The triangle was divided already.
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return false;
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// The triangle is divided already.
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return;
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}
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Triangle* tr = &m_triangles[facet_idx];
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FacetSupportType old_type = tr->get_state();
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if (tr->was_split_before() != 0) {
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// This triangle is not split at the moment, but was at one point
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// in history. We can just restore it and resurrect its children.
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tr->set_division(-1);
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for (int i=0; i<=tr->number_of_split_sides(); ++i) {
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m_triangles[tr->children[i]].set_state(old_type);
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m_triangles[tr->children[i]].valid = true;
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}
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return;
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}
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// If we got here, we are about to actually split the triangle.
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const double limit_squared = m_edge_limit_sqr;
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stl_triangle_vertex_indices& facet = tr->verts_idxs;
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@ -964,8 +954,9 @@ bool TriangleSelector::split_triangle(int facet_idx)
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side_to_keep = pt_idx;
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}
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if (sides_to_split.empty()) {
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// This shall be unselected.
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tr->set_division(0);
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return false;
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return;
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}
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// indices of triangle vertices
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@ -1023,11 +1014,8 @@ bool TriangleSelector::split_triangle(int facet_idx)
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assert(! sides_to_split.empty() && int(sides_to_split.size()) <= 3);
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for (int i=0; i<=int(sides_to_split.size()); ++i) {
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tr->children[i] = m_triangles.size()-1-i;
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m_triangles[tr->children[i]].parent = facet_idx;
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m_triangles[tr->children[i]].set_state(old_type);
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}
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return true;
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}
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@ -1166,6 +1154,45 @@ void TriangleSelector::remove_useless_children(int facet_idx)
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}
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void TriangleSelector::garbage_collect()
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{
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// First make a map from old to new triangle indices.
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int new_idx = m_orig_size_indices;
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std::vector<int> new_triangle_indices(m_triangles.size(), -1);
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std::vector<bool> invalid_vertices(m_vertices.size(), false);
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for (int i = m_orig_size_indices; i<int(m_triangles.size()); ++i) {
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if (m_triangles[i].valid) {
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new_triangle_indices[i] = new_idx;
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++new_idx;
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} else {
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// FIXME: Decrement reference counter for the vertices.
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}
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}
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// We can remove all invalid triangles and vertices that are no longer referenced.
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m_triangles.erase(std::remove_if(m_triangles.begin()+m_orig_size_indices, m_triangles.end(),
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[](const Triangle& tr) { return ! tr.valid; }),
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m_triangles.end());
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// Now go through all remaining triangles and update changed indices.
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for (Triangle& tr : m_triangles) {
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assert(tr.valid);
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if (tr.is_split()) {
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// There are children. Update their indices.
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for (int j=0; j<=tr.number_of_split_sides(); ++j) {
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assert(new_triangle_indices[tr.children[j]] != -1);
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tr.children[j] = new_triangle_indices[tr.children[j]];
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}
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}
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// If this triangle was split before, forget it.
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// Children referenced in the cache are dead by now.
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tr.forget_history();
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}
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}
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TriangleSelector::TriangleSelector(const TriangleMesh& mesh)
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{
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for (const stl_vertex& vert : mesh.its.vertices)
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@ -1209,6 +1236,20 @@ void TriangleSelector::render(ImGuiWrapper* imgui)
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#endif
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}
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void TriangleSelector::set_edge_limit(float edge_limit)
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{
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float new_limit_sqr = std::pow(edge_limit, 2.f);
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if (new_limit_sqr != m_edge_limit_sqr) {
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m_edge_limit_sqr = new_limit_sqr;
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// The way how triangles split may be different now, forget
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// all cached splits.
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garbage_collect();
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}
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}
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#ifdef PRUSASLICER_TRIANGLE_SELECTOR_DEBUG
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void TriangleSelector::render_debug(ImGuiWrapper* imgui)
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{
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@ -1218,28 +1259,35 @@ void TriangleSelector::render_debug(ImGuiWrapper* imgui)
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imgui->text("Edge limit (mm): ");
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imgui->slider_float("", &edge_limit, 0.1f, 8.f);
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set_edge_limit(edge_limit);
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imgui->checkbox("Show triangles: ", m_show_triangles);
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imgui->checkbox("Show split triangles: ", m_show_triangles);
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imgui->checkbox("Show invalid triangles: ", m_show_invalid);
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int valid_triangles = std::count_if(m_triangles.begin(), m_triangles.end(),
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[](const Triangle& tr) { return tr.valid; });
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imgui->text("Valid triangles: " + std::to_string(valid_triangles) +
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"/" + std::to_string(m_triangles.size()));
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imgui->text("Number of vertices: " + std::to_string(m_vertices.size()));
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if (imgui->button("Force garbage collection"))
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garbage_collect();
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imgui->end();
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if (m_show_triangles) {
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::glColor3f(0.f, 0.f, 1.f);
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::glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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::glBegin( GL_TRIANGLES);
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for (int tr_id=0; tr_id<int(m_triangles.size()); ++tr_id) {
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const Triangle& tr = m_triangles[tr_id];
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if (! tr.valid)
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if (! m_show_invalid && ! tr.valid)
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continue;
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if (tr_id == m_orig_size_indices-1)
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if (tr.valid)
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::glColor3f(1.f, 0.f, 0.f);
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else
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::glColor3f(1.f, 1.f, 0.f);
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if (tr_id < m_orig_size_indices)
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::glColor3f(0.f, 0.f, 1.f);
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for (int i=0; i<3; ++i)
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::glVertex3f(m_vertices[tr.verts_idxs[i]][0],
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