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https://github.com/OrcaSlicer/OrcaSlicer.git
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Cleanup
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@@ -38,7 +38,7 @@ float DecodedHeightTexture::sample(const Vec2f &uv, bool tile_enabled, TextureTi
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if (!tile_enabled && (uv.x() < 0.f || uv.x() >= 1.f || uv.y() < 0.f || uv.y() >= 1.f))
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// Outside the single, non-repeating placement entirely: no texture there, not "smeared
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// edge pixel" -- clamping the *coordinate* to [0, 1] would otherwise keep returning the
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// edge pixel" - clamping the *coordinate* to [0, 1] would otherwise keep returning the
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// border row/column's height forever in every direction, stretching it out to infinity.
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return 0.f;
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@@ -136,7 +136,7 @@ DecodedHeightTexture decode_height_texture(const TextureDisplacementLayer &layer
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if (layer.empty())
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return result;
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// The raw (unsmoothed) decode is what gets cached, keyed by the image_data allocation -- decoding
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// The raw (unsmoothed) decode is what gets cached, keyed by the image_data allocation - decoding
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// a PNG is the expensive part and never changes for a given image. Smoothing is applied afterwards
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// to a throwaway copy, so moving the smoothing slider never invalidates the decode cache.
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const void *key = layer.image_data.get();
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@@ -192,7 +192,7 @@ Vec2f project_planar(const Vec3f &position, const Vec3f &normal)
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// tri-planar/cube projection; a patch spanning several differently-oriented faces gets each
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// face projected along its own best-fit axis instead of all faces sharing one axis picked
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// from a single averaged normal (which looks correct on one face but visibly distorts on any
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// other face in the same patch -- exactly the bug an earlier version of this feature had).
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// other face in the same patch - exactly the bug an earlier version of this feature had).
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const Vec3f n = normal.cwiseAbs();
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if (n.x() >= n.y() && n.x() >= n.z())
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return Vec2f(position.y(), position.z());
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@@ -203,7 +203,7 @@ Vec2f project_planar(const Vec3f &position, const Vec3f &normal)
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namespace {
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// Wrapped around patch_axis, centered at patch_center. u is the arc length (mm) around the axis at
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// this point's own radius, v is the signed distance along the axis -- a reasonable approximation
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// this point's own radius, v is the signed distance along the axis - a reasonable approximation
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// for roughly cylindrical selections, not an exact fit for arbitrary geometry.
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Vec2f project_cylindrical(const Vec3f &position, const Vec3f &patch_center, const Vec3f &patch_axis)
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{
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@@ -225,7 +225,7 @@ Vec2f project_cylindrical(const Vec3f &position, const Vec3f &patch_center, cons
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// Longitude/latitude around patch_center. u/v are scaled by this point's own distance from the
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// center so the result is in roughly the same mm-ish units tiling_scale expects, rather than bare
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// radians -- again an approximation, not an exact geodesic parametrization.
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// radians - again an approximation, not an exact geodesic parametrization.
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Vec2f project_spherical(const Vec3f &position, const Vec3f &patch_center)
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{
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const Vec3f rel = position - patch_center;
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@@ -239,7 +239,7 @@ Vec2f project_spherical(const Vec3f &position, const Vec3f &patch_center)
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return Vec2f(longitude, latitude) * radius;
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}
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// CGAL's LSCM parameterizer expects a clean mesh with no isolated (unreferenced) vertices -- but
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// CGAL's LSCM parameterizer expects a clean mesh with no isolated (unreferenced) vertices - but
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// `patch` here (from TriangleSelector::get_facets_strict()) carries the *entire* mesh's vertex
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// array, only its `indices` filtered to the painted triangles. Build a compacted copy referencing
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// only the vertices `patch.indices` actually uses, plus a map back to the original vertex index so
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@@ -328,8 +328,8 @@ std::vector<int> segment_into_charts(const indexed_triangle_set &mesh, const std
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}
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}
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// The chart-join test compares a *neighbourhood-averaged* normal per face -- the face plus its
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// edge-adjacent neighbours (~5 samples) -- rather than the single face normal. On a finely
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// The chart-join test compares a *neighbourhood-averaged* normal per face - the face plus its
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// edge-adjacent neighbours (~5 samples) - rather than the single face normal. On a finely
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// tessellated curved surface this stops one noisy triangle from spuriously cutting (or a lone
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// near-flat sliver from wrongly merging) a chart, while a genuine sharp crease, where the whole
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// neighbourhood on each side agrees, still cuts. This is the "use 5 points, not one" refinement.
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@@ -352,7 +352,7 @@ std::vector<int> segment_into_charts(const indexed_triangle_set &mesh, const std
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for (const auto &[key, fp] : edge_faces) {
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if (fp.second < 0)
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continue; // a boundary edge of the patch, nothing on the far side to join
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// A manually/auto marked seam always cuts, whatever the dihedral angle -- that is exactly
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// A manually/auto marked seam always cuts, whatever the dihedral angle - that is exactly
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// what lets "mark seam" / "cut island" split a chart that is otherwise flat enough to merge.
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if (!seam_keys.empty() && seam_keys.count(key))
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continue;
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@@ -373,7 +373,7 @@ std::vector<int> segment_into_charts(const indexed_triangle_set &mesh, const std
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}
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// Projects a chart onto an orthonormal basis of its own average normal. This is *isometric* for a
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// flat chart -- lengths and angles come out exactly right -- which is why a flat chart never needs a
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// flat chart - lengths and angles come out exactly right - which is why a flat chart never needs a
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// solve at all, and why this also serves as the fallback for a chart LSCM cannot handle.
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std::vector<Vec2f> project_to_tangent_plane(const indexed_triangle_set &chart, const Vec3f &normal)
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{
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@@ -407,7 +407,7 @@ float area_2d(const std::vector<Vec2f> &uvs, const std::vector<stl_triangle_vert
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}
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// FNV-1a over the patch's geometry plus the seam angle. The unwrap depends on nothing else about a
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// layer -- not depth, tiling, rotation, offset or even which texture is on it -- so keying the cache
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// layer - not depth, tiling, rotation, offset or even which texture is on it - so keying the cache
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// on just this is what lets every one of those sliders be dragged without paying for a re-solve.
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uint64_t unwrap_cache_key(const indexed_triangle_set &patch, float seam_angle_deg, float padding_mm,
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const std::vector<std::pair<int, int>> &seam_edges)
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@@ -532,7 +532,7 @@ PatchUnwrap compute_patch_unwrap(const indexed_triangle_set &patch, float seam_a
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const Vec3f chart_normal = (normal_sum.norm() > 1e-12f) ? Vec3f(normal_sum.normalized()) : Vec3f::UnitZ();
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// Is the chart flat? Charts are grown by a *pairwise* angle threshold, so a chart can still
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// curve gradually across many triangles -- being merged is not the same as being planar. But
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// curve gradually across many triangles - being merged is not the same as being planar. But
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// when it is planar (a cube face, and after seam-cutting that is the common case), the
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// tangent-plane projection is already the exact answer, and skipping the solve is the single
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// biggest speed-up here.
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@@ -541,14 +541,14 @@ PatchUnwrap compute_patch_unwrap(const indexed_triangle_set &patch, float seam_a
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if (chart_of[f] == c)
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planar = normals[f].dot(chart_normal) >= 0.9998f; // ~1 degree
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// Measured before chart_mesh.indices is moved out from under it, below -- area_3d() iterates
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// Measured before chart_mesh.indices is moved out from under it, below - area_3d() iterates
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// those indices, so taking it afterwards silently measures an empty mesh and returns 0.
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const float mesh_area_3d = area_3d(chart_mesh);
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std::optional<std::vector<Vec2f>> uvs;
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if (!planar)
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uvs = MeshBoolean::cgal::parameterize_lscm(chart_mesh);
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// Flat chart, or one LSCM refused (not a topological disk -- closed, or holed).
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// Flat chart, or one LSCM refused (not a topological disk - closed, or holed).
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chart.uvs = uvs ? std::move(*uvs) : project_to_tangent_plane(chart_mesh, chart_normal);
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chart.indices = std::move(chart_mesh.indices);
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@@ -871,7 +871,7 @@ std::vector<Vec2f> compute_lscm_uvs(const indexed_triangle_set &patch, const Tex
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return {};
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// Manual per-vertex UV edits (UV editor Vertex/Edge modes) override the automatic raw unwrap
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// coordinate for a mesh vertex, before the island transform -- so the edit rides along with any
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// coordinate for a mesh vertex, before the island transform - so the edit rides along with any
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// island move/rotate exactly like the rest of the island. See TextureDisplacementLayer::
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// lscm_uv_overrides. Small (hand edits), so a plain map is ample.
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std::map<int, Vec2f> overrides;
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@@ -880,7 +880,7 @@ std::vector<Vec2f> compute_lscm_uvs(const indexed_triangle_set &patch, const Tex
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// One UV per patch vertex: a seam vertex has several (one per chart it touches) and has to
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// settle on one, since it can only be displaced to a single position. See compute_lscm_uvs()'s
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// header comment -- the surface stays watertight regardless.
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// header comment - the surface stays watertight regardless.
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std::vector<Vec2f> per_vertex(patch.vertices.size(), Vec2f::Zero());
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std::vector<bool> assigned(patch.vertices.size(), false);
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for (size_t i = 0; i < unwrap.uvs.size(); ++i) {
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@@ -918,12 +918,12 @@ float blend_displacement(float accumulated, float value, TextureBlendMode mode)
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// (see TextureBlendMode): a 1 mm-deep layer sampling a white texel is then exactly neutral.
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case TextureBlendMode::Multiply: return accumulated * value;
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case TextureBlendMode::Divide: {
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// Every height map has black regions, and a black texel samples to *exactly* zero -- so this
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// Every height map has black regions, and a black texel samples to *exactly* zero - so this
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// divisor really does hit zero in ordinary use, not just in some contrived edge case. Floor
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// its magnitude: an unbounded 1/0 would not merely look wrong, it would fling vertices
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// thousands of mm away and poison the mesh's bounding box (and with it every plate/print
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// volume check downstream). The floor doubles as a cap on how far Divide can ever amplify
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// the relief beneath it -- at most 1/0.05 = 20x.
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// the relief beneath it - at most 1/0.05 = 20x.
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constexpr float min_divisor = 0.05f;
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const float divisor = (std::abs(value) < min_divisor) ? std::copysign(min_divisor, value < 0.f ? -1.f : 1.f) :
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value;
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@@ -983,7 +983,7 @@ float sample_layer_height(const DecodedHeightTexture &texture, const TextureDisp
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// Flat projection onto the captured projector plane. Single-valued per point, so unlike
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// blended triplanar it is one sample, and it is what "project from view" places.
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return sample_at(Vec2f(position.dot(layer.view_project_right), position.dot(layer.view_project_up)));
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case TextureProjectionMethod::LSCM: // no usable unwrap for this patch -- fall back to Triplanar
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case TextureProjectionMethod::LSCM: // no usable unwrap for this patch - fall back to Triplanar
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case TextureProjectionMethod::Triplanar:
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default: break;
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}
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@@ -1048,7 +1048,7 @@ bool compute_layer_paint_anchor(const indexed_triangle_set &b
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}
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// Area-weighted vertex normals of the undisplaced mesh. build_texture_displacement() computes
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// these once, up front, and every layer both projects and displaces along them -- so a vertex
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// these once, up front, and every layer both projects and displaces along them - so a vertex
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// covered by several layers is pushed along one single, well-defined direction rather than along
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// whatever direction the surface happened to be pointing partway through the stack.
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static std::vector<Vec3f> texture_displacement_vertex_normals(const indexed_triangle_set &its)
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@@ -1122,7 +1122,7 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
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indexed_triangle_set mesh = base_mesh;
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// TriangleSelector's vertex array starts with the mesh's own vertices (any extra ones, created
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// where a brush stroke split a triangle, are appended after them), and get_facets_strict()
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// emits exactly the *referenced* ones, in order. So selector vertex index i is our vertex i --
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// emits exactly the *referenced* ones, in order. So selector vertex index i is our vertex i -
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// but only if every vertex of `mesh` is referenced by some triangle, which is precisely what
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// this call establishes. It is a no-op (indices untouched) for any mesh that already is, which
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// in practice is all of them; it exists so an input carrying stray unreferenced vertices can't
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@@ -1140,7 +1140,7 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
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std::sort(ordered_layers.begin(), ordered_layers.end(),
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[](const TextureDisplacementLayer *a, const TextureDisplacementLayer *b) { return a->slot < b->slot; });
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// Every layer measures its displacement against the *original* surface -- normals included --
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// Every layer measures its displacement against the *original* surface - normals included -
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// rather than against whatever the previous layer left behind. That is what lets all the layers
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// be evaluated independently and merged per vertex, instead of having to re-mesh and remap the
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// paint masks between them (see the header for why that earlier design was dropped).
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@@ -1167,7 +1167,7 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
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if (patch.indices.empty())
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continue;
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// get_facets_strict() returns the same vertex array whichever state is asked for (only the
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// triangles are filtered), so `patch` and `rest` share one indexing -- and, per the
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// triangles are filtered), so `patch` and `rest` share one indexing - and, per the
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// compactify above, it is our own.
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const indexed_triangle_set rest = selector.get_facets_strict(EnforcerBlockerType::NONE);
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@@ -1208,7 +1208,7 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
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else if (an.y() <= an.x() && an.y() <= an.z())
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patch_axis = Vec3f::UnitY();
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// A real unwrap of the whole patch, computed once here rather than per vertex -- it is a
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// A real unwrap of the whole patch, computed once here rather than per vertex - it is a
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// per-chart solve over the whole patch, not a per-point formula. Cached, so repeating this
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// for every slider tweak costs a hash rather than a re-solve (see compute_patch_unwrap()).
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const std::vector<Vec2f> lscm_uvs = (layer->projection_method == TextureProjectionMethod::LSCM) ?
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@@ -1255,14 +1255,14 @@ indexed_triangle_set build_texture_displacement(const indexed_triangle_set
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patch_centroid, patch_axis, lscm_uv);
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// midlevel is the height that means "stay put", so anything below it displaces
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// *inwards* -- see TextureDisplacementLayer::midlevel. At the default of 0 this is
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// *inwards* - see TextureDisplacementLayer::midlevel. At the default of 0 this is
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// exactly the old outward-only behaviour.
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const float edge_w = edge_weight.empty() ? 1.f : edge_weight[size_t(vi)];
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const float signed_height = (h - layer->midlevel) * layer->depth_mm * sign * edge_w;
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displacement[size_t(vi)] = blend_displacement(displacement[size_t(vi)], signed_height,
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displaced[size_t(vi)] ? layer->blend_mode : TextureBlendMode::Add);
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// The first layer to reach a vertex has nothing underneath it to blend with, so it
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// always starts the total off additively -- a Multiply/Divide against an implicit
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// always starts the total off additively - a Multiply/Divide against an implicit
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// zero base would otherwise annihilate (or blow up) it, which is never what the
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// user means by putting a mask on the bottom of the stack.
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displaced[size_t(vi)] = true;
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