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Changed logic to detect sinking objects while using scale gizmo
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2 changed files with 8 additions and 17 deletions
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@ -1005,8 +1005,8 @@ bool GLVolumeCollection::check_outside_state(const DynamicPrintConfig* config, b
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if (opt == nullptr)
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return false;
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BoundingBox bed_box_2D = get_extents(Polygon::new_scale(opt->values));
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BoundingBoxf3 print_volume(Vec3d(unscale<double>(bed_box_2D.min(0)), unscale<double>(bed_box_2D.min(1)), 0.0), Vec3d(unscale<double>(bed_box_2D.max(0)), unscale<double>(bed_box_2D.max(1)), config->opt_float("max_print_height")));
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const BoundingBox bed_box_2D = get_extents(Polygon::new_scale(opt->values));
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BoundingBoxf3 print_volume(Vec3d(unscale<double>(bed_box_2D.min.x()), unscale<double>(bed_box_2D.min.y()), 0.0), Vec3d(unscale<double>(bed_box_2D.max.x()), unscale<double>(bed_box_2D.max.y()), config->opt_float("max_print_height")));
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// Allow the objects to protrude below the print bed
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print_volume.min(2) = -1e10;
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print_volume.min(0) -= BedEpsilon;
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