Align up_direction Position in TriangleSelector Fill Calls

seed_fill_select_triangles() now takes up_direction right after highlight_by_angle_deg, as select_patch() does.
This commit is contained in:
Hanif Koh
2026-09-14 17:27:33 +08:00
parent 62ef0fa4f8
commit 18c08862a8
3 changed files with 6 additions and 6 deletions
+1 -1
View File
@@ -367,7 +367,7 @@ bool TriangleSelector::is_facet_clipped(int facet_idx, const ClippingPlane &clp)
void TriangleSelector::seed_fill_select_triangles(const Vec3f &hit, int facet_start, const Transform3d& trafo_no_translate,
const ClippingPlane &clp, float seed_fill_angle, float highlight_by_angle_deg,
bool force_reselection, const Vec3f &up_direction)
const Vec3f &up_direction, bool force_reselection)
{
assert(facet_start < m_orig_size_indices);
+2 -2
View File
@@ -336,8 +336,8 @@ public:
const ClippingPlane &clp, // Clipping plane to limit painting to not clipped facets only
float seed_fill_angle, // the maximal angle between two facets to be painted by the same color
float highlight_by_angle_deg = 0.f, // The maximal angle of overhang. If it is set to a non-zero value, it is possible to paint only the triangles of overhang defined by this angle in degrees.
bool force_reselection = false, // force reselection of the triangle mesh even in cases that mouse is pointing on the selected triangle
const Vec3f &up_direction = Vec3f::UnitZ()); // Up direction for overhang detection (accounts for build plate tilt)
const Vec3f &up_direction = Vec3f::UnitZ(), // Up direction for overhang detection (accounts for build plate tilt)
bool force_reselection = false); // force reselection of the triangle mesh even in cases that mouse is pointing on the selected triangle
void bucket_fill_select_triangles(const Vec3f &hit, // point where to start
int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to