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https://github.com/SoftFever/OrcaSlicer.git
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Merge branch 'master' of https://github.com/Prusa3d/Slic3r
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commit
3366ce51e5
52 changed files with 67202 additions and 38567 deletions
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@ -1049,10 +1049,6 @@ void GLCanvas3D::LayersEditing::_render_active_object_annotations(const GLCanvas
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::glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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::glBindTexture(GL_TEXTURE_2D, m_z_texture_id);
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::glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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::glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, half_w, half_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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::glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, m_layers_texture.data.data());
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::glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, half_w, half_h, GL_RGBA, GL_UNSIGNED_BYTE, m_layers_texture.data.data() + m_layers_texture.width * m_layers_texture.height * 4);
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// Render the color bar
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float l = bar_rect.get_left();
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@ -1061,6 +1057,7 @@ void GLCanvas3D::LayersEditing::_render_active_object_annotations(const GLCanvas
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float b = bar_rect.get_bottom();
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::glBegin(GL_QUADS);
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::glNormal3f(0.0f, 0.0f, 1.0f);
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::glVertex3f(l, b, 0.0f);
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::glVertex3f(r, b, 0.0f);
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::glVertex3f(r, t, m_object_max_z);
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@ -1770,11 +1767,14 @@ void GLCanvas3D::Selection::flattening_rotate(const Vec3d& normal)
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for (unsigned int i : m_list)
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{
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Transform3d wst = m_cache.volumes_data[i].get_instance_scale_matrix() * m_cache.volumes_data[i].get_volume_scale_matrix();
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Transform3d wst = m_cache.volumes_data[i].get_instance_scale_matrix();
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Vec3d scaling_factor = Vec3d(1./wst(0,0), 1./wst(1,1), 1./wst(2,2));
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Vec3d rotation = Geometry::extract_euler_angles(m_cache.volumes_data[i].get_instance_rotation_matrix() * m_cache.volumes_data[i].get_volume_rotation_matrix());
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Vec3d transformed_normal = Geometry::assemble_transform(Vec3d::Zero(), rotation, scaling_factor) * normal;
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Transform3d wmt = m_cache.volumes_data[i].get_instance_mirror_matrix();
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Vec3d mirror(wmt(0,0), wmt(1,1), wmt(2,2));
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Vec3d rotation = Geometry::extract_euler_angles(m_cache.volumes_data[i].get_instance_rotation_matrix());
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Vec3d transformed_normal = Geometry::assemble_transform(Vec3d::Zero(), rotation, scaling_factor, mirror) * normal;
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transformed_normal.normalize();
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Vec3d axis = transformed_normal(2) > 0.999f ? Vec3d(1., 0., 0.) : Vec3d(transformed_normal.cross(Vec3d(0., 0., -1.)));
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