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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.
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@@ -367,7 +367,7 @@ bool TriangleSelector::is_facet_clipped(int facet_idx, const ClippingPlane &clp)
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void TriangleSelector::seed_fill_select_triangles(const Vec3f &hit, int facet_start, const Transform3d& trafo_no_translate,
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const ClippingPlane &clp, float seed_fill_angle, float highlight_by_angle_deg,
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bool force_reselection, const Vec3f &up_direction)
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const Vec3f &up_direction, bool force_reselection)
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{
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assert(facet_start < m_orig_size_indices);
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@@ -336,8 +336,8 @@ public:
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const ClippingPlane &clp, // Clipping plane to limit painting to not clipped facets only
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float seed_fill_angle, // the maximal angle between two facets to be painted by the same color
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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.
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bool force_reselection = false, // force reselection of the triangle mesh even in cases that mouse is pointing on the selected triangle
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const Vec3f &up_direction = Vec3f::UnitZ()); // Up direction for overhang detection (accounts for build plate tilt)
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const Vec3f &up_direction = Vec3f::UnitZ(), // Up direction for overhang detection (accounts for build plate tilt)
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bool force_reselection = false); // force reselection of the triangle mesh even in cases that mouse is pointing on the selected triangle
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void bucket_fill_select_triangles(const Vec3f &hit, // point where to start
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int facet_start, // facet of the original mesh (unsplit) that the hit point belongs to
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