Tech ENABLE_ALLOW_NEGATIVE_Z -> Keep sinking instances as sinking after applying scale gizmo

This commit is contained in:
enricoturri1966 2021-04-23 09:11:55 +02:00
parent d4695827ce
commit b600540411
2 changed files with 59 additions and 52 deletions

View file

@ -3660,10 +3660,13 @@ void GLCanvas3D::do_rotate(const std::string& snapshot_type)
for (const std::pair<int, int>& i : done) {
ModelObject* m = m_model->objects[i.first];
#if ENABLE_ALLOW_NEGATIVE_Z
double shift_z = m->get_instance_min_z(i.second);
// leave sinking instances as sinking
if (min_zs.empty() || min_zs.find({i.first, i.second})->second >= 0.0) {
if (min_zs.empty() || min_zs.find({ i.first, i.second })->second >= 0.0 || shift_z > 0.0) {
Vec3d shift(0.0, 0.0, -shift_z);
#else
Vec3d shift(0.0, 0.0, -m->get_instance_min_z(i.second));
#endif // ENABLE_ALLOW_NEGATIVE_Z
Vec3d shift(0.0, 0.0, -m->get_instance_min_z(i.second));
m_selection.translate(i.first, i.second, shift);
m->translate_instance(i.second, shift);
#if ENABLE_ALLOW_NEGATIVE_Z
@ -3685,14 +3688,26 @@ void GLCanvas3D::do_scale(const std::string& snapshot_type)
if (!snapshot_type.empty())
wxGetApp().plater()->take_snapshot(_(snapshot_type));
#if ENABLE_ALLOW_NEGATIVE_Z
// stores current min_z of instances
std::map<std::pair<int, int>, double> min_zs;
if (!snapshot_type.empty()) {
for (int i = 0; i < static_cast<int>(m_model->objects.size()); ++i) {
const ModelObject* obj = m_model->objects[i];
for (int j = 0; j < static_cast<int>(obj->instances.size()); ++j) {
min_zs[{ i, j }] = obj->instance_bounding_box(j).min(2);
}
}
}
#endif // ENABLE_ALLOW_NEGATIVE_Z
std::set<std::pair<int, int>> done; // keeps track of modified instances
Selection::EMode selection_mode = m_selection.get_mode();
for (const GLVolume* v : m_volumes.volumes)
{
for (const GLVolume* v : m_volumes.volumes) {
int object_idx = v->object_idx();
if ((object_idx < 0) || ((int)m_model->objects.size() <= object_idx))
if (object_idx < 0 || (int)m_model->objects.size() <= object_idx)
continue;
int instance_idx = v->instance_idx();
@ -3702,15 +3717,12 @@ void GLCanvas3D::do_scale(const std::string& snapshot_type)
// Rotate instances/volumes
ModelObject* model_object = m_model->objects[object_idx];
if (model_object != nullptr)
{
if (selection_mode == Selection::Instance)
{
if (model_object != nullptr) {
if (selection_mode == Selection::Instance) {
model_object->instances[instance_idx]->set_scaling_factor(v->get_instance_scaling_factor());
model_object->instances[instance_idx]->set_offset(v->get_instance_offset());
}
else if (selection_mode == Selection::Volume)
{
else if (selection_mode == Selection::Volume) {
model_object->instances[instance_idx]->set_offset(v->get_instance_offset());
model_object->volumes[volume_idx]->set_scaling_factor(v->get_volume_scaling_factor());
model_object->volumes[volume_idx]->set_offset(v->get_volume_offset());
@ -3720,16 +3732,25 @@ void GLCanvas3D::do_scale(const std::string& snapshot_type)
}
// Fixes sinking/flying instances
for (const std::pair<int, int>& i : done)
{
for (const std::pair<int, int>& i : done) {
ModelObject* m = m_model->objects[i.first];
#if ENABLE_ALLOW_NEGATIVE_Z
double shift_z = m->get_instance_min_z(i.second);
// leave sinking instances as sinking
if (min_zs.empty() || min_zs.find({ i.first, i.second })->second >= 0.0 || shift_z > 0.0) {
Vec3d shift(0.0, 0.0, -shift_z);
#else
Vec3d shift(0.0, 0.0, -m->get_instance_min_z(i.second));
#endif // ENABLE_ALLOW_NEGATIVE_Z
m_selection.translate(i.first, i.second, shift);
m->translate_instance(i.second, shift);
#if ENABLE_ALLOW_NEGATIVE_Z
}
#endif // ENABLE_ALLOW_NEGATIVE_Z
}
if (!done.empty())
post_event(SimpleEvent(EVT_GLCANVAS_INSTANCE_ROTATED));
post_event(SimpleEvent(EVT_GLCANVAS_INSTANCE_SCALED));
m_dirty = true;
}