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Fix potential crashes in SLA normal calculation routine
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@ -24,6 +24,7 @@ Vec3d get_normal(const AABBMesh &mesh,
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Vec3d p;
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mesh.squared_distance(picking_point, faceid, p);
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assert(int(faceid) < int(mesh.get_triangle_mesh()->indices.size()));
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auto trindex = mesh.indices(faceid);
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@ -89,10 +90,11 @@ Vec3d get_normal(const AABBMesh &mesh,
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}
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} else if (edge_idx >= 0) { // the point is on and edge
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size_t neighbor_face = mesh.face_neighbor_index()[faceid](edge_idx);
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if (neighbor_face < mesh.indices().size()) {
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neigh.emplace_back(mesh.normal_by_face_id(faceid));
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neigh.emplace_back(mesh.normal_by_face_id(neighbor_face));
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}
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}
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if (!neigh.empty()) { // there were neighbors to count with
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// sum up the normals and then normalize the result again.
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@ -517,6 +517,7 @@ bool optimize_pinhead_placement(Ex policy,
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Head &head)
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{
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Vec3d n = get_normal(m.emesh, head.pos);
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assert(std::abs(n.norm() - 1.0) < EPSILON);
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// for all normals the spherical coordinates are generated and
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// the polar angle is saturated to 45 degrees from the bottom then
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