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Fix artifact during normal paint
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@@ -308,7 +308,8 @@ public:
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EnforcerBlockerType new_state, // enforcer or blocker?
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const Transform3d &trafo_no_translate, // matrix to get from mesh to world without translation
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bool triangle_splitting, // If triangles will be split base on the cursor or not
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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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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 select_partially = false); // Select a triangle if it's partially in the cursor but too small to be subdivided
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void seed_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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@@ -496,8 +497,8 @@ protected:
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// Private functions:
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private:
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bool select_triangle(int facet_idx, EnforcerBlockerType type, bool triangle_splitting);
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bool select_triangle_recursive(int facet_idx, const Vec3i32 &neighbors, EnforcerBlockerType type, bool triangle_splitting);
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bool select_triangle(int facet_idx, EnforcerBlockerType type, bool triangle_splitting, bool select_partially);
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bool select_triangle_recursive(int facet_idx, const Vec3i32 &neighbors, EnforcerBlockerType type, bool triangle_splitting, bool select_partially);
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void undivide_triangle(int facet_idx);
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void split_triangle(int facet_idx, const Vec3i32 &neighbors);
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void remove_useless_children(int facet_idx); // No hidden meaning. Triangles are meant.
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