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TriangleMesh::slice() now accepts a vector of floats instead of doubles for consistency with mesh coordinates
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@@ -30,8 +30,8 @@ class TriangleMesh
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void translate(float x, float y, float z);
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void align_to_origin();
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void rotate(double angle, Point* center);
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void slice(const std::vector<double> &z, std::vector<Polygons>* layers);
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void slice(const std::vector<double> &z, std::vector<ExPolygons>* layers);
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void slice(const std::vector<float> &z, std::vector<Polygons>* layers);
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void slice(const std::vector<float> &z, std::vector<ExPolygons>* layers);
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TriangleMeshPtrs split() const;
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void merge(const TriangleMesh* mesh);
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void horizontal_projection(ExPolygons &retval) const;
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