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Lay flat gizmo is rendered before the bed, so the surfaces are visible from below, and a rotation-related bugfix
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3 changed files with 25 additions and 14 deletions
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@ -775,7 +775,7 @@ void GLGizmoFlatten::update_planes()
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m_source_data.scaling_factor = m_model_object->instances.front()->scaling_factor;
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m_source_data.rotation = m_model_object->instances.front()->rotation;
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const float* first_vertex = m_model_object->volumes.front()->get_convex_hull().first_vertex();
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m_source_data.mesh_first_point = Pointf3(first_vertex[0], first_vertex[1], first_vertex[3]);
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m_source_data.mesh_first_point = Pointf3(first_vertex[0], first_vertex[1], first_vertex[2]);
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}
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// Check if the bounding boxes of each volume's convex hull is the same as before
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@ -788,7 +788,7 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
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if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size()
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|| m_model_object->instances.front()->scaling_factor != m_source_data.scaling_factor
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|| m_model_object->instances.front()->rotation != m_source_data.rotation)
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return true;
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return true;
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// now compare the bounding boxes:
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for (unsigned int i=0; i<m_model_object->volumes.size(); ++i)
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@ -805,6 +805,7 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
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Pointf3 GLGizmoFlatten::get_flattening_normal() const {
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Pointf3 normal = m_normal;
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normal.rotate(-m_model_object->instances.front()->rotation);
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m_normal = Pointf3(0.f, 0.f, 0.f);
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return normal;
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}
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