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https://github.com/SoftFever/OrcaSlicer.git
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Merge branch 'master' of https://github.com/prusa3d/Slic3r into objects_centering
This commit is contained in:
commit
c2c7a3ad8f
13 changed files with 105 additions and 72 deletions
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@ -588,7 +588,7 @@ void GLCanvas3D::Bed::_render_prusa(const std::string &key, float theta) const
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{
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filename = model_path + "_bed.stl";
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if ((m_model.get_filename() != filename) && m_model.init_from_file(filename, useVBOs))
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m_model.center_around(m_bounding_box.center() - Vec3d(0.0, 0.0, 1.0 + 0.5 * m_model.get_bounding_box().size()(2)));
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m_model.center_around(m_bounding_box.center() - Vec3d(0.0, 0.0, 0.1 + 0.5 * m_model.get_bounding_box().size()(2)));
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if (!m_model.get_filename().empty())
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{
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@ -1197,11 +1197,12 @@ void GLCanvas3D::LayersEditing::adjust_layer_height_profile()
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m_layers_texture.valid = false;
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}
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void GLCanvas3D::LayersEditing::reset_layer_height_profile()
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void GLCanvas3D::LayersEditing::reset_layer_height_profile(GLCanvas3D& canvas)
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{
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const_cast<ModelObject*>(m_model_object)->layer_height_profile.clear();
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m_layer_height_profile.clear();
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m_layers_texture.valid = false;
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canvas.post_event(SimpleEvent(EVT_GLCANVAS_SCHEDULE_BACKGROUND_PROCESS));
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}
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void GLCanvas3D::LayersEditing::generate_layer_height_texture()
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@ -5061,7 +5062,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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if (evt.LeftDown())
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{
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// A volume is selected and the mouse is inside the reset button. Reset the ModelObject's layer height profile.
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m_layers_editing.reset_layer_height_profile();
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m_layers_editing.reset_layer_height_profile(*this);
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// Index 2 means no editing, just wait for mouse up event.
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m_layers_editing.state = LayersEditing::Completed;
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@ -360,7 +360,7 @@ class GLCanvas3D
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void adjust_layer_height_profile();
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void accept_changes(GLCanvas3D& canvas);
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void reset_layer_height_profile();
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void reset_layer_height_profile(GLCanvas3D& canvas);
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static float get_cursor_z_relative(const GLCanvas3D& canvas);
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static bool bar_rect_contains(const GLCanvas3D& canvas, float x, float y);
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@ -1574,15 +1574,17 @@ void GLGizmoFlatten::update_planes()
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m_planes.pop_back();
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}
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// Let's prepare transformation of the normal vector from mesh to instance coordinates.
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Geometry::Transformation t(inst_matrix);
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Vec3d scaling = t.get_scaling_factor();
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t.set_scaling_factor(Vec3d(1./scaling(0), 1./scaling(1), 1./scaling(2)));
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// Now we'll go through all the polygons, transform the points into xy plane to process them:
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for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
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Pointf3s& polygon = m_planes[polygon_id].vertices;
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const Vec3d& normal = m_planes[polygon_id].normal;
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// let's transform the normal accodring to the instance matrix:
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Geometry::Transformation t(inst_matrix);
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Vec3d scaling = t.get_scaling_factor();
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t.set_scaling_factor(Vec3d(1./(scaling(0)*scaling(0)), 1./(scaling(0)*scaling(0)), 1./(scaling(0)*scaling(0))));
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// transform the normal according to the instance matrix:
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Vec3d normal_transformed = t.get_matrix() * normal;
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// We are going to rotate about z and y to flatten the plane
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@ -194,6 +194,8 @@ bool GUI_App::OnInit()
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preset_updater->slic3r_update_notify();
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}
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preset_updater->sync(preset_bundle);
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load_current_presets();
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});
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@ -155,7 +155,6 @@ void MainFrame::create_preset_tabs()
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add_created_tab(new TabSLAPrint(m_tabpanel));
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add_created_tab(new TabSLAMaterial(m_tabpanel));
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add_created_tab(new TabPrinter(m_tabpanel));
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GUI::wxGetApp().load_current_presets();
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}
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void MainFrame::add_created_tab(Tab* panel)
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