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@@ -2388,6 +2388,8 @@ function BeamExec.ProcessAlternatives( PARTS)
local HeadCut = PROCESSINGS[nPart].Rotation[nRotHeadCut+nOffsetIndex][MatrixResult.nIndexHeadCutInVProc]
local TailCut = PROCESSINGS[nPart].Rotation[nRotSplitCut+nOffsetIndex][MatrixResult.nIndexTailCutInVProc]
local HeadCutOnFirstRotation = PROCESSINGS[nPart].Rotation[1+nOffsetIndex][MatrixResult.nIndexHeadCutInVProc]
local TailCutOnFirstRotation = PROCESSINGS[nPart].Rotation[1+nOffsetIndex][MatrixResult.nIndexTailCutInVProc]
-- setto nella Proc l'indice rotazione nella quale deve essere lavorata
HeadCut.nIndexRotation = nRotHeadCut
@@ -2429,7 +2431,7 @@ function BeamExec.ProcessAlternatives( PARTS)
-- aggiornamento info testa/coda per Nesting
local nRotation = BeamLib.ConvertBitIndexToRotationIndex( BestCombination.sBitIndexCombination)
local sBitIndexCombinationWithInvert = BestCombination.sBitIndexCombination .. EgtIf( BestCombination.bPartInCombiIsInverted, '_INV', '')
local HeadcutInfo, TailcutInfo = GetHeadTailInfoForNesting( HeadCut, TailCut, PARTS[nPart])
local HeadcutInfo, TailcutInfo = GetHeadTailInfoForNesting( HeadCutOnFirstRotation, TailCutOnFirstRotation, PARTS[nPart])
if HeadcutInfo then
-- offset e vettori vanno adeguati alla rotazione attuale (inversione è già corretta)
BeamLib.RotateTableFromIndexInPlace( HeadcutInfo.OffsetX, nRotation)