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Fixed wrong Miter limit when offsetting contours to build a Z-graph
of layer islands. Partial fix of SPE-1729 #10632
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@ -81,7 +81,8 @@ void Layer::make_slices()
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// Top / bottom surfaces must overlap more than 2um to be chained into a Z graph.
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// Top / bottom surfaces must overlap more than 2um to be chained into a Z graph.
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// Also a larger offset will likely be more robust on non-manifold input polygons.
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// Also a larger offset will likely be more robust on non-manifold input polygons.
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static constexpr const float delta = scaled<float>(0.001);
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static constexpr const float delta = scaled<float>(0.001);
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co.MiterLimit = scaled<double>(3.);
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// Don't scale the miter limit, it is a factor, not an absolute length!
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co.MiterLimit = 3.;
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// Use the default zero edge merging distance. For this kind of safety offset the accuracy of normal direction is not important.
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// Use the default zero edge merging distance. For this kind of safety offset the accuracy of normal direction is not important.
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// co.ShortestEdgeLength = delta * ClipperOffsetShortestEdgeFactor;
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// co.ShortestEdgeLength = delta * ClipperOffsetShortestEdgeFactor;
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// static constexpr const double accept_area_threshold_ccw = sqr(scaled<double>(0.1 * delta));
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// static constexpr const double accept_area_threshold_ccw = sqr(scaled<double>(0.1 * delta));
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