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Fixed a regression issue in the triangle mesh slicing code, where
a broken contour was not glued together using the closest neighbors.
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a0d5a961bd
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c482933845
4 changed files with 7 additions and 6 deletions
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@ -620,8 +620,9 @@ void TriangleMesh::require_shared_vertices()
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for (int nbr_idx = 0; nbr_idx < 3; ++nbr_idx) {
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int nbr_face = this->stl.neighbors_start[facet_idx].neighbor[nbr_idx];
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if (nbr_face != -1) {
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assert(stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 1) % 3] == vertices[(nbr_idx + 1) % 3]);
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assert(stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == vertices[nbr_idx]);
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assert(
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(stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 1) % 3] == vertices[(nbr_idx + 1) % 3] && stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == vertices[nbr_idx]) ||
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(stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 2) % 3] == vertices[(nbr_idx + 1) % 3] && stl.v_indices[nbr_face].vertex[(nbr.which_vertex_not[nbr_idx] + 1) % 3] == vertices[nbr_idx]));
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}
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}
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}
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