diff --git a/src/libslic3r/TreeSupport.cpp b/src/libslic3r/TreeSupport.cpp index 37ab584ff..c48ef230b 100644 --- a/src/libslic3r/TreeSupport.cpp +++ b/src/libslic3r/TreeSupport.cpp @@ -554,7 +554,8 @@ static std::optional> polyline_sample_next_point_at_dis double next_distance = current_distance; // Get points so that at least min_points are added and they each are current_distance away from each other. If that is impossible, decrease current_distance a bit. // The input are lines, that means that the line from the last to the first vertex does not have to exist, so exclude all points that are on this line! - while ((next_point = polyline_sample_next_point_at_distance(part.points, current_point, current_index, next_distance))) { + while ((next_point = polyline_sample_next_point_at_distance(part.points, current_point, current_index, next_distance)) && + next_point->second < coord_t(part.size()) - 1) { // Not every point that is distance away, is valid, as it may be much closer to another point. This is especially the case when the overhang is very thin. // So this ensures that the points are actually a certain distance from each other. // This assurance is only made on a per polygon basis, as different but close polygon may not be able to use support below the other polygon. @@ -3455,16 +3456,18 @@ static void draw_branches( const double max_nudge_smoothing = 1. * scale; static constexpr const size_t num_iter = 100; // 1000; - for (size_t iter = 0; iter < num_iter; ++ iter) { + for (size_t iter = 0; iter < num_iter; ++iter) { prev = pts; projections = pts; distances.assign(pts.size(), std::numeric_limits::max()); closest_surface_point->searchAndReplace(projections, distances); size_t num_moved = 0; + for (size_t i = 0; i < projections.size(); ++ i) { const SupportElement &element = *elements_with_link_down[i].first; const int below = elements_with_link_down[i].second; const bool locked = below == -1 && element.state.layer_idx > 0; + if (! locked && pts[i] != projections[i]) { // Nudge the circle center away from the collision. Vec3d v{ projections[i].x() - pts[i].x(), projections[i].y() - pts[i].y(), projections[i].z() - pts[i].z() };