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update slic3r
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@@ -201,7 +201,7 @@ public:
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// normal* can be used to also get normal of the respective triangle.
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Vec3f get_closest_point(const Vec3f& point, Vec3f* normal = nullptr) const;
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bool get_closest_point_and_normal(const Vec3f &point, const Vec3f &direction, Vec3f *closest_point, Vec3f *normal, int *face_id = nullptr) const;
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// Given a point in mesh coords, the method returns the closest facet from mesh.
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int get_closest_facet(const Vec3f &point) const;
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@@ -221,7 +221,7 @@ public:
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/*PickRaycaster(TriangleMesh *mesh, const Transform3d &tran) : PickRaycaster(mesh) {
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set_transform(tran);
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}*/
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PickRaycaster(TriangleMesh *mesh, int _id)
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PickRaycaster(TriangleMesh *mesh, int _id)
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{
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mesh_raycaster = std::make_shared<MeshRaycaster>(*mesh);
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m_id = _id;
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