isl-org / isl-org/Open3D

How to add the vertex normal into the consideration when using the "simplify_quadric_decimation" function?

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Description

### Checklist

- [X] I have searched for [similar issues](https://github.com/isl-org/Open3D/issues).
- [X] For Python issues, I have tested with the [latest development wheel](https://www.open3d.org/docs/latest/getting_started.html#development-version-pip).
- [X] I have checked the [release documentation](https://www.open3d.org/docs/release/) and the [latest documentation](https://www.open3d.org/docs/latest/) (for `main` branch).

### My Question

Hi, I think only vertex position is used when compute the Quadric Error with the "simplify_quadric_decimation" function. (Correct me if I am wrong !) I wonder whether can we add more information when compute the error, such like the vertex normal.

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