Improved robustness of the cut algorithm, follow-up to 96ab500a13
1) Fixed crack between the trimmed object triangles and the triangles closing the cut (newly triangulated) by snapping the existing vertices on cutting plane to coord_t scaled coordinates. Such snapping is needed for vertices close to zero where float has a higher absolute accuracy than coord_t. 2) Improved accuracy of triangle cutting by calculating the cut contour with doubles. 3) Improved accuracy of triangle cutting by implementing rounding to coord_t instead of floor.
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@ -112,7 +112,7 @@ inline double angle(const Eigen::MatrixBase<Derived> &v1, const Eigen::MatrixBas
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template<typename Derived>
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Eigen::Matrix<typename Derived::Scalar, 2, 1, Eigen::DontAlign> to_2d(const Eigen::MatrixBase<Derived> &ptN) {
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static_assert(Derived::IsVectorAtCompileTime && int(Derived::SizeAtCompileTime) >= 3, "to_2d(): first parameter is not a 3D or higher dimensional vector");
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return { ptN.x(), ptN.y() };
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return ptN.head<2>();
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}
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template<typename Derived>
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@ -137,18 +137,41 @@ enum class FacetSliceType {
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Cutting = 2
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};
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// Convert an int32_t scaled coordinate into an unscaled 3D floating point coordinate (mesh vertex).
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template<typename T>
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inline Vec3f contour_point_to_v3f(const Point &pt, const T z)
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{
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return to_3d(
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// unscale using doubles for higher accuracy
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unscaled<double>(pt).
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// then convert to floats
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cast<float>(),
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float(z));
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}
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// Convert 2D projection of an int32_t scaled coordinate into an unscaled 3D floating point coordinate (mesh vertex).
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template<typename Derived>
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inline Point v3f_scaled_to_contour_point(const Eigen::MatrixBase<Derived> &v)
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{
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static_assert(Derived::IsVectorAtCompileTime && int(Derived::SizeAtCompileTime) >= 2, "v3f_scaled_to_contour_point(): Not a 2D or 3D vector.");
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using T = typename Derived::Scalar;
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return { coord_t(std::floor(v.x() + T(0.5))), coord_t(std::floor(v.y() + T(0.5))) };
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}
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// Return true, if the facet has been sliced and line_out has been filled.
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static FacetSliceType slice_facet(
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template<typename T>
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inline FacetSliceType slice_facet(
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// Z height of the slice in XY plane. Scaled or unscaled (same as vertices[].z()).
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float slice_z,
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T slice_z,
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// 3 vertices of the triangle, XY scaled. Z scaled or unscaled (same as slice_z).
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const stl_vertex *vertices,
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const Eigen::Matrix<T, 3, 1, Eigen::DontAlign> *vertices,
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const stl_triangle_vertex_indices &indices,
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const Vec3i &edge_ids,
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const int idx_vertex_lowest,
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const bool horizontal,
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IntersectionLine &line_out)
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{
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using Vector = Eigen::Matrix<T, 3, 1, Eigen::DontAlign>;
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IntersectionPoint points[3];
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size_t num_points = 0;
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auto point_on_layer = size_t(-1);
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@ -158,7 +181,7 @@ static FacetSliceType slice_facet(
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// (external on the right of the line)
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for (int j = 0; j < 3; ++ j) { // loop through facet edges
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int edge_id;
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const stl_vertex *a, *b;
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const Vector *a, *b;
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int a_id, b_id;
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{
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int k = (idx_vertex_lowest + j) % 3;
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@ -174,16 +197,16 @@ static FacetSliceType slice_facet(
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if (a->z() == slice_z && b->z() == slice_z) {
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// Edge is horizontal and belongs to the current layer.
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// The following rotation of the three vertices may not be efficient, but this branch happens rarely.
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const stl_vertex &v0 = vertices[0];
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const stl_vertex &v1 = vertices[1];
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const stl_vertex &v2 = vertices[2];
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const Vector &v0 = vertices[0];
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const Vector &v1 = vertices[1];
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const Vector &v2 = vertices[2];
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// We may ignore this edge for slicing purposes, but we may still use it for object cutting.
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FacetSliceType result = FacetSliceType::Slicing;
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if (horizontal) {
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// All three vertices are aligned with slice_z.
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line_out.edge_type = IntersectionLine::FacetEdgeType::Horizontal;
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result = FacetSliceType::Cutting;
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double normal = (v1.x() - v0.x()) * (v2.y() - v1.y()) - (v1.y() - v0.y()) * (v2.x() - v1.x());
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double normal = cross2((to_2d(v1) - to_2d(v0)).cast<double>(), (to_2d(v2) - to_2d(v1)).cast<double>());
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if (normal < 0) {
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// If normal points downwards this is a bottom horizontal facet so we reverse its point order.
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std::swap(a, b);
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@ -205,10 +228,8 @@ static FacetSliceType slice_facet(
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} else
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line_out.edge_type = IntersectionLine::FacetEdgeType::Bottom;
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}
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line_out.a.x() = a->x();
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line_out.a.y() = a->y();
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line_out.b.x() = b->x();
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line_out.b.y() = b->y();
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line_out.a = v3f_scaled_to_contour_point(*a);
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line_out.b = v3f_scaled_to_contour_point(*b);
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line_out.a_id = a_id;
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line_out.b_id = b_id;
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assert(line_out.a != line_out.b);
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@ -220,8 +241,7 @@ static FacetSliceType slice_facet(
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if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != a_id) {
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point_on_layer = num_points;
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IntersectionPoint &point = points[num_points ++];
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point.x() = a->x();
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point.y() = a->y();
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static_cast<Point&>(point) = v3f_scaled_to_contour_point(*a);
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point.point_id = a_id;
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}
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} else if (b->z() == slice_z) {
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@ -229,8 +249,7 @@ static FacetSliceType slice_facet(
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if (point_on_layer == size_t(-1) || points[point_on_layer].point_id != b_id) {
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point_on_layer = num_points;
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IntersectionPoint &point = points[num_points ++];
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point.x() = b->x();
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point.y() = b->y();
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static_cast<Point&>(point) = v3f_scaled_to_contour_point(*b);
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point.point_id = b_id;
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}
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} else if ((a->z() < slice_z && b->z() > slice_z) || (b->z() < slice_z && a->z() > slice_z)) {
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@ -270,16 +289,10 @@ static FacetSliceType slice_facet(
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}
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#else
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// Just clamp the intersection point to source triangle edge.
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if (t <= 0.) {
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point.x() = a->x();
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point.y() = a->y();
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} else if (t >= 1.) {
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point.x() = b->x();
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point.y() = b->y();
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} else {
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point.x() = coord_t(floor(double(a->x()) + (double(b->x()) - double(a->x())) * t + 0.5));
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point.y() = coord_t(floor(double(a->y()) + (double(b->y()) - double(a->y())) * t + 0.5));
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}
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static_cast<Point&>(point) =
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t <= 0. ? v3f_scaled_to_contour_point(*a) :
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t >= 1. ? v3f_scaled_to_contour_point(*b) :
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v3f_scaled_to_contour_point(a->head<2>().cast<double>() * (1. - t) + b->head<2>().cast<double>() * t + Vec2d(0.5, 0.5));
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point.edge_id = edge_id;
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++ num_points;
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#endif
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@ -2182,28 +2195,44 @@ void cut_mesh(const indexed_triangle_set &mesh, float z, indexed_triangle_set *u
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int idx_vertex_lowest = (vertices[1].z() == min_z) ? 1 : ((vertices[2].z() == min_z) ? 2 : 0);
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FacetSliceType slice_type = FacetSliceType::NoSlice;
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if (z > min_z - EPSILON && z < max_z + EPSILON) {
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Vec3f vertices_scaled[3];
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Vec3d vertices_scaled[3];
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for (int i = 0; i < 3; ++ i) {
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const Vec3f &src = vertices[i];
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Vec3f &dst = vertices_scaled[i];
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dst.x() = scale_(src.x());
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dst.y() = scale_(src.y());
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Vec3d &dst = vertices_scaled[i];
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dst.x() = scaled<double>(src.x());
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dst.y() = scaled<double>(src.y());
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dst.z() = src.z();
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}
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slice_type = slice_facet(z, vertices_scaled, mesh.indices[facet_idx], facets_edge_ids[facet_idx], idx_vertex_lowest, min_z == max_z, line);
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slice_type = slice_facet(double(z), vertices_scaled, mesh.indices[facet_idx], facets_edge_ids[facet_idx], idx_vertex_lowest, min_z == max_z, line);
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}
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if (slice_type != FacetSliceType::NoSlice) {
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// Save intersection lines for generating correct triangulations.
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if (line.edge_type == IntersectionLine::FacetEdgeType::Top) {
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lower_lines.emplace_back(line);
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lower_slice_vertices.emplace_back(line.a_id);
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lower_slice_vertices.emplace_back(line.b_id);
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if (lower) {
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lower_lines.emplace_back(line);
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if (triangulate_caps) {
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// Snap these vertices to coord_t grid, so that they will be matched with the vertices produced
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// by triangulating opening on the cut.
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lower->vertices[line.a_id] = contour_point_to_v3f(line.a, z);
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lower->vertices[line.b_id] = contour_point_to_v3f(line.b, z);
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}
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}
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} else if (line.edge_type == IntersectionLine::FacetEdgeType::Bottom) {
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upper_lines.emplace_back(line);
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upper_slice_vertices.emplace_back(line.a_id);
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upper_slice_vertices.emplace_back(line.b_id);
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} else if (line.edge_type == IntersectionLine::FacetEdgeType::General) {
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if (upper) {
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upper_lines.emplace_back(line);
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if (triangulate_caps) {
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// Snap these vertices to coord_t grid, so that they will be matched with the vertices produced
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// by triangulating opening on the cut.
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upper->vertices[line.a_id] = contour_point_to_v3f(line.a, z);
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upper->vertices[line.b_id] = contour_point_to_v3f(line.b, z);
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}
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}
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} else if (line.edge_type == IntersectionLine::FacetEdgeType::General && triangulate_caps) {
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lower_lines.emplace_back(line);
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upper_lines.emplace_back(line);
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}
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@ -2235,11 +2264,11 @@ void cut_mesh(const indexed_triangle_set &mesh, float z, indexed_triangle_set *u
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assert(facets_edge_ids[facet_idx](iv) == line.edge_a_id || facets_edge_ids[facet_idx](iv) == line.edge_b_id);
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if (facets_edge_ids[facet_idx](iv) == line.edge_a_id) {
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// Unscale to doubles first, then to floats to reach the same accuracy as triangulate_expolygons_2d().
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v0v1 = to_3d(unscaled<double>(line.a).cast<float>().eval(), z);
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v2v0 = to_3d(unscaled<double>(line.b).cast<float>().eval(), z);
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v0v1 = contour_point_to_v3f(line.a, z);
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v2v0 = contour_point_to_v3f(line.b, z);
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} else {
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v0v1 = to_3d(unscaled<double>(line.b).cast<float>().eval(), z);
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v2v0 = to_3d(unscaled<double>(line.a).cast<float>().eval(), z);
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v0v1 = contour_point_to_v3f(line.b, z);
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v2v0 = contour_point_to_v3f(line.a, z);
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}
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const stl_vertex &v0 = vertices[iv];
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const int iv0 = facet[iv];
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