figured out how to round the edges of the generated model.
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0909059c54
@ -186,12 +186,6 @@ add_library(libslic3r STATIC
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)
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find_package(Flann REQUIRED)
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if(FLANN_FOUND)
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message(STATUS "FLANN found: ${FLANN_LIBRARIES}")
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target_link_libraries(libslic3r ${FLANN_LIBRARIES})
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endif()
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add_library(libslic3r_gui STATIC
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${LIBDIR}/slic3r/GUI/AboutDialog.cpp
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${LIBDIR}/slic3r/GUI/AboutDialog.hpp
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@ -178,7 +178,7 @@ inline void offset(ExPolygon& sh, coord_t distance) {
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}
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ClipperOffset offs;
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offs.ArcTolerance = 0.05*mm(1);
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offs.ArcTolerance = 0.01*mm(1);
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Paths result;
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offs.AddPath(ctour, jtRound, etClosedPolygon);
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offs.AddPaths(holes, jtRound, etClosedPolygon);
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@ -294,7 +294,7 @@ inline Point centroid(const ExPolygon& poly) {
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inline ExPolygon concave_hull(const ExPolygons& polys) {
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if(polys.empty()) return ExPolygon();
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ExPolygons punion = unify(polys);
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ExPolygons punion = unify(polys); // could be redundant
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ExPolygon ret;
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@ -361,89 +361,116 @@ void create_base_pool(const ExPolygons &ground_layer, TriangleMesh& out,
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double min_wall_thickness_mm,
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double min_wall_height_mm)
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{
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// Contour3D pool;
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// auto& poly = ground_layer.front();
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// auto floor_poly = poly;
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// offset(floor_poly, mm(5));
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// Polygons floor_plate;
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// floor_poly.triangulate_p2t(&floor_plate);
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// auto floor_mesh = convert(floor_plate, mm(20), false);
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// pool.merge(floor_mesh);
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// Polygons ceil_plate;
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// poly.triangulate_p2t(&ceil_plate);
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// auto ceil_mesh = convert(ceil_plate, mm(0), true);
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// pool.merge(ceil_mesh);
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// auto w = walls(floor_poly, poly, 20, 0);
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// pool.merge(w);
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// out = mesh(pool);
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auto concaveh = concave_hull(ground_layer);
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if(concaveh.contour.points.empty()) return;
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concaveh.holes.clear();
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BoundingBox bb(concaveh);
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coord_t w = bb.max.x - bb.min.x;
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coord_t h = bb.max.y - bb.min.y;
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auto wall_thickness = coord_t(std::pow((w+h)*0.1, 0.8));
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const coord_t WALL_THICKNESS = mm(min_wall_thickness_mm) + wall_thickness;
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const coord_t WALL_DISTANCE = coord_t(0.3*WALL_THICKNESS);
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const coord_t HEIGHT = mm(min_wall_height_mm);
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auto outer_base = concaveh;
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offset(outer_base, WALL_THICKNESS+WALL_DISTANCE);
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auto inner_base = outer_base;
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offset(inner_base, -WALL_THICKNESS);
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inner_base.holes.clear(); outer_base.holes.clear();
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ExPolygon top_poly;
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top_poly.contour = outer_base.contour;
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top_poly.holes.emplace_back(inner_base.contour);
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auto& tph = top_poly.holes.back().points;
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std::reverse(tph.begin(), tph.end());
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Contour3D pool;
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auto poolwalls = walls(outer_base, inner_base, 0, -min_wall_height_mm);
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auto& poly = ground_layer.front();
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auto floor_poly = poly;
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offset(floor_poly, mm(5));
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Polygons top_triangles, bottom_triangles;
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top_poly.triangulate_p2t(&top_triangles);
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inner_base.triangulate_p2t(&bottom_triangles);
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auto top_plate = convert(top_triangles, 0, false);
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auto bottom_plate = convert(bottom_triangles, -HEIGHT, true);
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auto innerbed = inner_bed(inner_base, HEIGHT/2);
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Polygons floor_plate;
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floor_poly.triangulate_p2t(&floor_plate);
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auto floor_mesh = convert(floor_plate, mm(20), false);
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pool.merge(floor_mesh);
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// // Generate outer walls
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// auto fp = [](const Point& p, coord_t z) {
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// return Pointf3::new_unscale(x(p), y(p), z);
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// };
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Polygons ceil_plate;
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poly.triangulate_p2t(&ceil_plate);
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auto ceil_mesh = convert(ceil_plate, mm(0), true);
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pool.merge(ceil_mesh);
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// auto lines = outer_base.lines();
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// for(auto& l : lines) {
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// auto s = coord_t(pool.points.size());
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auto ob = floor_poly;
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auto ob_prev = ob;
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double wh = 20, wh_prev = wh;
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Contour3D curvedwalls;
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// pool.points.emplace_back(fp(l.a, -HEIGHT));
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// pool.points.emplace_back(fp(l.b, -HEIGHT));
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// pool.points.emplace_back(fp(l.a, 0));
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// pool.points.emplace_back(fp(l.b, 0));
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const size_t steps = 6;
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const double radius_mm = 1;
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const double ystep_mm = radius_mm/steps;
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const double ceilheight_mm = 20;
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for(int i = 0; i < 1.5*steps; i++) {
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ob = floor_poly;
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// pool.indices.emplace_back(s, s + 3, s + 1);
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// pool.indices.emplace_back(s, s + 2, s + 3);
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// }
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// The offset is given by the equation: x = sqrt(r^2 - y^2)
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// which can be derived from the circle equation. y is the current
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// height for which the offset is calculated and x is the offset itself
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// r is the radius of the circle that is used to smooth the edges
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pool.merge(top_plate);
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pool.merge(bottom_plate);
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pool.merge(innerbed);
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pool.merge(poolwalls);
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double r2 = radius_mm * radius_mm;
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double y2 = steps*ystep_mm - i*ystep_mm;
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y2 *= y2;
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double x = sqrt(r2 - y2);
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offset(ob, mm(x));
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wh = ceilheight_mm - i*ystep_mm;
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Contour3D pwalls;
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pwalls = walls(ob, ob_prev, wh, wh_prev);
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curvedwalls.merge(pwalls);
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ob_prev = ob;
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wh_prev = wh;
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}
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auto w = walls(ob, poly, wh, 0);
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pool.merge(w);
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pool.merge(curvedwalls);
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out = mesh(pool);
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// auto concaveh = concave_hull(ground_layer);
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// if(concaveh.contour.points.empty()) return;
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// concaveh.holes.clear();
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// BoundingBox bb(concaveh);
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// coord_t w = bb.max.x - bb.min.x;
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// coord_t h = bb.max.y - bb.min.y;
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// auto wall_thickness = coord_t(std::pow((w+h)*0.1, 0.8));
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// const coord_t WALL_THICKNESS = mm(min_wall_thickness_mm) + wall_thickness;
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// const coord_t WALL_DISTANCE = coord_t(0.3*WALL_THICKNESS);
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// const coord_t HEIGHT = mm(min_wall_height_mm);
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// auto outer_base = concaveh;
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// offset(outer_base, WALL_THICKNESS+WALL_DISTANCE);
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// auto inner_base = outer_base;
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// offset(inner_base, -WALL_THICKNESS);
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// inner_base.holes.clear(); outer_base.holes.clear();
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// ExPolygon top_poly;
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// top_poly.contour = outer_base.contour;
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// top_poly.holes.emplace_back(inner_base.contour);
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// auto& tph = top_poly.holes.back().points;
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// std::reverse(tph.begin(), tph.end());
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// Contour3D pool;
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// auto pwalls = walls(outer_base, inner_base, 0, - min_wall_height_mm);
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// pool.merge(pwalls);
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//// auto ob = outer_base;
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//// auto ob_prev = ob;
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//// double wh = 0, wh_prev = h;
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//// for(int i = 1; i <= 4; i++) {
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//// offset(ob, mm(0.0002));
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//// wh = wh_prev - 0.0002;
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//// auto poolwalls = walls(ob, ob_prev, wh, wh_prev);
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//// pool.merge(poolwalls);
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//// ob_prev = ob;
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//// wh_prev = wh;
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//// }
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// Polygons top_triangles, bottom_triangles;
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// top_poly.triangulate_p2t(&top_triangles);
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// inner_base.triangulate_p2t(&bottom_triangles);
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// auto top_plate = convert(top_triangles, 0, false);
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// auto bottom_plate = convert(bottom_triangles, -HEIGHT, true);
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// auto innerbed = inner_bed(inner_base, HEIGHT/2);
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// pool.merge(top_plate);
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// pool.merge(bottom_plate);
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// pool.merge(innerbed);
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// out = mesh(pool);
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}
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}
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