Modified function thick_lines_to_indexed_vertex_array() to remove visual artifacts on paths in gcode preview
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@ -1020,8 +1020,8 @@ static void thick_lines_to_indexed_vertex_array(
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// right, left, top, bottom
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int idx_prev[4] = { -1, -1, -1, -1 };
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double bottom_z_prev = 0.;
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Vec2d b1_prev(Vec2d::Zero());
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Vec2d v_prev(Vec2d::Zero());
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Vec2d b1_prev(Vec2d::Zero());
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Vec2d v_prev(Vec2d::Zero());
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int idx_initial[4] = { -1, -1, -1, -1 };
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double width_initial = 0.;
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double bottom_z_initial = 0.0;
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@ -1031,8 +1031,6 @@ static void thick_lines_to_indexed_vertex_array(
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for (size_t ii = 0; ii < lines_end; ++ ii) {
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size_t i = (ii == lines.size()) ? 0 : ii;
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const Line &line = lines[i];
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double len = unscale<double>(line.length());
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double inv_len = 1.0 / len;
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double bottom_z = top_z - heights[i];
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double middle_z = 0.5 * (top_z + bottom_z);
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double width = widths[i];
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@ -1041,8 +1039,7 @@ static void thick_lines_to_indexed_vertex_array(
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bool is_last = (ii == lines_end - 1);
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bool is_closing = closed && is_last;
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Vec2d v = unscale(line.vector());
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v *= inv_len;
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Vec2d v = unscale(line.vector()).normalized();
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Vec2d a = unscale(line.a);
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Vec2d b = unscale(line.b);
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@ -1061,9 +1058,7 @@ static void thick_lines_to_indexed_vertex_array(
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}
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// calculate new XY normals
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Vector n = line.normal();
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Vec3d xy_right_normal = unscale(n(0), n(1), 0);
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xy_right_normal *= inv_len;
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Vec2d xy_right_normal = unscale(line.normal()).normalized();
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int idx_a[4];
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int idx_b[4];
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@ -1091,9 +1086,9 @@ static void thick_lines_to_indexed_vertex_array(
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idx_a[BOTTOM] = idx_last ++;
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volume.push_geometry(a(0), a(1), bottom_z, 0., 0., -1.);
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idx_a[LEFT ] = idx_last ++;
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volume.push_geometry(a2(0), a2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), -xy_right_normal(2));
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volume.push_geometry(a2(0), a2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), 0.0);
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idx_a[RIGHT] = idx_last ++;
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volume.push_geometry(a1(0), a1(1), middle_z, xy_right_normal(0), xy_right_normal(1), xy_right_normal(2));
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volume.push_geometry(a1(0), a1(1), middle_z, xy_right_normal(0), xy_right_normal(1), 0.0);
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}
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else {
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idx_a[BOTTOM] = idx_prev[BOTTOM];
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@ -1108,18 +1103,29 @@ static void thick_lines_to_indexed_vertex_array(
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// Continuing a previous segment.
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// Share left / right vertices if possible.
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double v_dot = v_prev.dot(v);
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bool sharp = v_dot < 0.707; // sin(45 degrees)
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bool sharp = v_dot < 0.9999; // v_dot < 0.9999; // cos(1 degree)
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if (sharp) {
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if (!bottom_z_different)
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{
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// Allocate new left / right points for the start of this segment as these points will receive their own normals to indicate a sharp turn.
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idx_a[RIGHT] = idx_last++;
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volume.push_geometry(a1(0), a1(1), middle_z, xy_right_normal(0), xy_right_normal(1), xy_right_normal(2));
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volume.push_geometry(a1(0), a1(1), middle_z, xy_right_normal(0), xy_right_normal(1), 0.0);
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idx_a[LEFT] = idx_last++;
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volume.push_geometry(a2(0), a2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), -xy_right_normal(2));
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volume.push_geometry(a2(0), a2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), 0.0);
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if (cross2(v_prev, v) > 0.) {
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// Right turn. Fill in the right turn wedge.
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volume.push_triangle(idx_prev[RIGHT], idx_a[RIGHT], idx_prev[TOP]);
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volume.push_triangle(idx_prev[RIGHT], idx_prev[BOTTOM], idx_a[RIGHT]);
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}
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else {
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// Left turn. Fill in the left turn wedge.
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volume.push_triangle(idx_prev[LEFT], idx_prev[TOP], idx_a[LEFT]);
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volume.push_triangle(idx_prev[LEFT], idx_a[LEFT], idx_prev[BOTTOM]);
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}
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}
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}
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if (v_dot > 0.9) {
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else
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{
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if (!bottom_z_different)
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{
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// The two successive segments are nearly collinear.
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@ -1127,45 +1133,6 @@ static void thick_lines_to_indexed_vertex_array(
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idx_a[RIGHT] = idx_prev[RIGHT];
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}
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}
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else if (!sharp) {
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if (!bottom_z_different)
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{
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// Create a sharp corner with an overshot and average the left / right normals.
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// At the crease angle of 45 degrees, the overshot at the corner will be less than (1-1/cos(PI/8)) = 8.2% over an arc.
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Vec2d intersection(Vec2d::Zero());
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Geometry::ray_ray_intersection(b1_prev, v_prev, a1, v, intersection);
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a1 = intersection;
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a2 = 2. * a - intersection;
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assert((a - a1).norm() < width);
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assert((a - a2).norm() < width);
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float *n_left_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[LEFT ] * 6;
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float *p_left_prev = n_left_prev + 3;
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float *n_right_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[RIGHT] * 6;
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float *p_right_prev = n_right_prev + 3;
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p_left_prev [0] = float(a2(0));
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p_left_prev [1] = float(a2(1));
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p_right_prev[0] = float(a1(0));
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p_right_prev[1] = float(a1(1));
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xy_right_normal(0) += n_right_prev[0];
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xy_right_normal(1) += n_right_prev[1];
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xy_right_normal *= 1. / xy_right_normal.norm();
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n_left_prev [0] = float(-xy_right_normal(0));
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n_left_prev [1] = float(-xy_right_normal(1));
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n_right_prev[0] = float( xy_right_normal(0));
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n_right_prev[1] = float( xy_right_normal(1));
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idx_a[LEFT ] = idx_prev[LEFT ];
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idx_a[RIGHT] = idx_prev[RIGHT];
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}
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}
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else if (cross2(v_prev, v) > 0.) {
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// Right turn. Fill in the right turn wedge.
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volume.push_triangle(idx_prev[RIGHT], idx_a [RIGHT], idx_prev[TOP] );
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volume.push_triangle(idx_prev[RIGHT], idx_prev[BOTTOM], idx_a [RIGHT] );
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} else {
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// Left turn. Fill in the left turn wedge.
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volume.push_triangle(idx_prev[LEFT], idx_prev[TOP], idx_a [LEFT] );
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volume.push_triangle(idx_prev[LEFT], idx_a [LEFT], idx_prev[BOTTOM]);
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}
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if (is_closing) {
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if (!sharp) {
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if (!bottom_z_different)
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@ -1204,9 +1171,9 @@ static void thick_lines_to_indexed_vertex_array(
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}
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// Generate new vertices for the end of this line segment.
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idx_b[LEFT ] = idx_last ++;
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volume.push_geometry(b2(0), b2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), -xy_right_normal(2));
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volume.push_geometry(b2(0), b2(1), middle_z, -xy_right_normal(0), -xy_right_normal(1), 0.0);
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idx_b[RIGHT ] = idx_last ++;
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volume.push_geometry(b1(0), b1(1), middle_z, xy_right_normal(0), xy_right_normal(1), xy_right_normal(2));
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volume.push_geometry(b1(0), b1(1), middle_z, xy_right_normal(0), xy_right_normal(1), 0.0);
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memcpy(idx_prev, idx_b, 4 * sizeof(int));
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bottom_z_prev = bottom_z;
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@ -1265,9 +1232,9 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines,
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int idx_initial[4] = { -1, -1, -1, -1 };
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int idx_prev[4] = { -1, -1, -1, -1 };
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double z_prev = 0.0;
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Vec3d n_right_prev = Vec3d::Zero();
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Vec3d n_top_prev = Vec3d::Zero();
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Vec3d unit_v_prev = Vec3d::Zero();
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Vec3d n_right_prev = Vec3d::Zero();
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Vec3d n_top_prev = Vec3d::Zero();
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Vec3d unit_v_prev = Vec3d::Zero();
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double width_initial = 0.0;
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// new vertices around the line endpoints
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@ -1289,18 +1256,19 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines,
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Vec3d n_top = Vec3d::Zero();
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Vec3d n_right = Vec3d::Zero();
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Vec3d unit_positive_z(0.0, 0.0, 1.0);
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if ((line.a(0) == line.b(0)) && (line.a(1) == line.b(1)))
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{
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// vertical segment
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n_right = (line.a(2) < line.b(2)) ? Vec3d(-1.0, 0.0, 0.0) : Vec3d(1.0, 0.0, 0.0);
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n_top = Vec3d(0.0, 1.0, 0.0);
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n_top = Vec3d::UnitY();
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n_right = Vec3d::UnitX();
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if (line.a(2) < line.b(2))
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n_right = -n_right;
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}
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else
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{
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// generic segment
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n_right = unit_v.cross(unit_positive_z).normalized();
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// horizontal segment
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n_right = unit_v.cross(Vec3d::UnitZ()).normalized();
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n_top = n_right.cross(unit_v).normalized();
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}
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@ -1361,7 +1329,7 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines,
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// Continuing a previous segment.
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// Share left / right vertices if possible.
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double v_dot = unit_v_prev.dot(unit_v);
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bool is_sharp = v_dot < 0.707; // sin(45 degrees)
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bool is_sharp = v_dot < 0.9999; // v_dot < 0.9999; // cos(1 degree)
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bool is_right_turn = n_top_prev.dot(unit_v_prev.cross(unit_v)) > 0.0;
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if (is_sharp)
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@ -1371,65 +1339,26 @@ static void thick_lines_to_indexed_vertex_array(const Lines3& lines,
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volume.push_geometry(a[RIGHT], n_right);
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idx_a[LEFT] = idx_last++;
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volume.push_geometry(a[LEFT], n_left);
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}
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if (v_dot > 0.9)
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if (is_right_turn)
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{
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// Right turn. Fill in the right turn wedge.
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volume.push_triangle(idx_prev[RIGHT], idx_a[RIGHT], idx_prev[TOP]);
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volume.push_triangle(idx_prev[RIGHT], idx_prev[BOTTOM], idx_a[RIGHT]);
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}
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else
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{
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// Left turn. Fill in the left turn wedge.
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volume.push_triangle(idx_prev[LEFT], idx_prev[TOP], idx_a[LEFT]);
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volume.push_triangle(idx_prev[LEFT], idx_a[LEFT], idx_prev[BOTTOM]);
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}
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}
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else
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{
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// The two successive segments are nearly collinear.
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idx_a[LEFT] = idx_prev[LEFT];
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idx_a[RIGHT] = idx_prev[RIGHT];
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}
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else if (!is_sharp)
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{
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// Create a sharp corner with an overshot and average the left / right normals.
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// At the crease angle of 45 degrees, the overshot at the corner will be less than (1-1/cos(PI/8)) = 8.2% over an arc.
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// averages normals
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Vec3d average_n_right = 0.5 * (n_right + n_right_prev).normalized();
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Vec3d average_n_left = -average_n_right;
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Vec3d average_rl_displacement = 0.5 * width * average_n_right;
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// updates vertices around a
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a[RIGHT] = l_a + average_rl_displacement;
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a[LEFT] = l_a - average_rl_displacement;
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// updates previous line normals
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float* normal_left_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[LEFT] * 6;
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normal_left_prev[0] = float(average_n_left(0));
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normal_left_prev[1] = float(average_n_left(1));
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normal_left_prev[2] = float(average_n_left(2));
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float* normal_right_prev = volume.vertices_and_normals_interleaved.data() + idx_prev[RIGHT] * 6;
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normal_right_prev[0] = float(average_n_right(0));
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normal_right_prev[1] = float(average_n_right(1));
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normal_right_prev[2] = float(average_n_right(2));
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// updates previous line's vertices around b
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float* b_left_prev = normal_left_prev + 3;
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b_left_prev[0] = float(a[LEFT](0));
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b_left_prev[1] = float(a[LEFT](1));
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b_left_prev[2] = float(a[LEFT](2));
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float* b_right_prev = normal_right_prev + 3;
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b_right_prev[0] = float(a[RIGHT](0));
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b_right_prev[1] = float(a[RIGHT](1));
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b_right_prev[2] = float(a[RIGHT](2));
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idx_a[LEFT] = idx_prev[LEFT];
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idx_a[RIGHT] = idx_prev[RIGHT];
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}
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else if (is_right_turn)
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{
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// Right turn. Fill in the right turn wedge.
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volume.push_triangle(idx_prev[RIGHT], idx_a[RIGHT], idx_prev[TOP]);
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volume.push_triangle(idx_prev[RIGHT], idx_prev[BOTTOM], idx_a[RIGHT]);
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}
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else
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{
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// Left turn. Fill in the left turn wedge.
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volume.push_triangle(idx_prev[LEFT], idx_prev[TOP], idx_a[LEFT]);
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volume.push_triangle(idx_prev[LEFT], idx_a[LEFT], idx_prev[BOTTOM]);
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}
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if (ii == lines.size())
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{
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