Fix in splitting the loop at a new point.
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@ -193,6 +193,7 @@ ExtrusionLoop::split_at_vertex(const Point &point)
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} else {
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// new paths list starts with the second half of current path
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ExtrusionPaths new_paths;
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new_paths.reserve(this->paths.size() + 1);
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{
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ExtrusionPath p = *path;
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p.polyline.points.erase(p.polyline.points.begin(), p.polyline.points.begin() + idx);
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@ -212,7 +213,7 @@ ExtrusionLoop::split_at_vertex(const Point &point)
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if (p.polyline.is_valid()) new_paths.push_back(p);
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}
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// we can now override the old path list with the new one and stop looping
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this->paths = new_paths;
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std::swap(this->paths, new_paths);
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}
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return true;
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}
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@ -240,14 +241,24 @@ ExtrusionLoop::split_at(const Point &point)
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}
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// now split path_idx in two parts
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ExtrusionPath p1 = this->paths[path_idx];
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ExtrusionPath p2 = p1;
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ExtrusionPath p1(this->paths[path_idx].role), p2(this->paths[path_idx].role);
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this->paths[path_idx].polyline.split_at(p, &p1.polyline, &p2.polyline);
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if (this->paths.size() == 1) {
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if (! p1.polyline.is_valid())
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std::swap(this->paths.front().polyline.points, p2.polyline.points);
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else if (! p2.polyline.is_valid())
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std::swap(this->paths.front().polyline.points, p1.polyline.points);
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else {
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p2.polyline.points.insert(p2.polyline.points.end(), p1.polyline.points.begin() + 1, p1.polyline.points.end());
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std::swap(this->paths.front().polyline.points, p2.polyline.points);
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}
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} else {
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// install the two paths
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this->paths.erase(this->paths.begin() + path_idx);
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if (p2.polyline.is_valid()) this->paths.insert(this->paths.begin() + path_idx, p2);
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if (p1.polyline.is_valid()) this->paths.insert(this->paths.begin() + path_idx, p1);
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}
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// split at the new vertex
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this->split_at_vertex(p);
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