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	Added Vec3d ModelInstance::transform_vector() method
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					 4 changed files with 17 additions and 9 deletions
				
			
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			@ -1016,6 +1016,11 @@ BoundingBoxf3 ModelInstance::transform_bounding_box(const BoundingBoxf3 &bbox, b
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    return bbox.transformed(world_matrix(dont_translate));
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}
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Vec3d ModelInstance::transform_vector(const Vec3d& v, bool dont_translate) const
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{
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    return world_matrix(dont_translate) * v;
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}
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void ModelInstance::transform_polygon(Polygon* polygon) const
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{
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    polygon->rotate(this->rotation);                // rotate around polygon origin
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			@ -239,6 +239,8 @@ public:
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    BoundingBoxf3 transform_mesh_bounding_box(const TriangleMesh* mesh, bool dont_translate = false) const;
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    // Transform an external bounding box.
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    BoundingBoxf3 transform_bounding_box(const BoundingBoxf3 &bbox, bool dont_translate = false) const;
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    // Transform an external vector.
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    Vec3d transform_vector(const Vec3d& v, bool dont_translate = false) const;
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    // To be called on an external polygon. It does not translate the polygon, only rotates and scales.
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    void transform_polygon(Polygon* polygon) const;
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			@ -5241,11 +5241,14 @@ void GLCanvas3D::_on_move(const std::vector<int>& volume_idxs)
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        {
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            // Move a regular object.
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            ModelObject* model_object = m_model->objects[obj_idx];
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            const Vec3d& offset = volume->get_offset();
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            model_object->instances[instance_idx]->offset = Vec2d(offset(0), offset(1));
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            model_object->invalidate_bounding_box();
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            update_position_values();
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            object_moved = true;
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            if (model_object != nullptr)
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            {
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                const Vec3d& offset = volume->get_offset();
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                model_object->instances[instance_idx]->offset = Vec2d(offset(0), offset(1));
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                model_object->invalidate_bounding_box();
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                update_position_values();
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                object_moved = true;
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            }
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        }
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        else if (obj_idx == 1000)
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            // Move a wipe tower proxy.
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			@ -1061,8 +1061,6 @@ void GLGizmoFlatten::on_render_for_picking(const BoundingBoxf3& box) const
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    for (unsigned int i = 0; i < m_planes.size(); ++i)
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    {
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        // FIXME: the color assignement will fail if the planes count is greater than 254
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        //        use the other color components in that case !!
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        ::glColor3f(1.0f, 1.0f, picking_color_component(i));
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        for (const Vec2d& offset : m_instances_positions) {
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            ::glPushMatrix();
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			@ -1240,9 +1238,9 @@ void GLGizmoFlatten::update_planes()
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        polygon = transform(polygon, m);
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    }
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    // We'll sort the planes by area and only keep the 255 largest ones (because of the picking pass limitations):
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    // We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations):
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    std::sort(m_planes.rbegin(), m_planes.rend(), [](const PlaneData& a, const PlaneData& b) { return a.area < b.area; });
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    m_planes.resize(std::min((int)m_planes.size(), 255));
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    m_planes.resize(std::min((int)m_planes.size(), 254));
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    // Planes are finished - let's save what we calculated it from:
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    m_source_data.bounding_boxes.clear();
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