Tech ENABLE_WORLD_COORDINATE - Modified text of tooltips for Gizmo Move
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@ -25,6 +25,25 @@ std::string GLGizmoMove3D::get_tooltip() const
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{
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const Selection& selection = m_parent.get_selection();
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const bool show_position = selection.is_single_full_instance();
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#if ENABLE_WORLD_COORDINATE
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const bool world_coordinates = wxGetApp().obj_manipul()->get_world_coordinates();
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Vec3d position = Vec3d::Zero();
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if (!world_coordinates) {
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if (selection.is_single_modifier() || selection.is_single_volume() || selection.is_wipe_tower())
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position = selection.get_volume(*selection.get_volume_idxs().begin())->get_volume_offset();
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}
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else
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position = selection.get_bounding_box().center();
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if (m_hover_id == 0)
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return m_grabbers[0].dragging ? "DX: " + format(m_displacement.x(), 2) : "X: " + format(position.x(), 2);
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else if (m_hover_id == 1)
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return m_grabbers[1].dragging ? "DY: " + format(m_displacement.y(), 2) : "Y: " + format(position.y(), 2);
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else if (m_hover_id == 2)
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return m_grabbers[2].dragging ? "DZ: " + format(m_displacement.z(), 2) : "Z: " + format(position.z(), 2);
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else
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return "";
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#else
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const Vec3d& position = selection.get_bounding_box().center();
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if (m_hover_id == 0 || m_grabbers[0].dragging)
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@ -35,6 +54,7 @@ std::string GLGizmoMove3D::get_tooltip() const
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return "Z: " + format(show_position ? position.z() : m_displacement.z(), 2);
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else
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return "";
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#endif // ENABLE_WORLD_COORDINATE
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}
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bool GLGizmoMove3D::on_init()
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@ -221,7 +241,7 @@ double GLGizmoMove3D::calc_projection(const UpdateData& data) const
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const Vec3d starting_vec = m_starting_drag_position - m_starting_box_center;
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const double len_starting_vec = starting_vec.norm();
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if (len_starting_vec != 0.0) {
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Vec3d mouse_dir = data.mouse_ray.unit_vector();
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const Vec3d mouse_dir = data.mouse_ray.unit_vector();
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// finds the intersection of the mouse ray with the plane parallel to the camera viewport and passing throught the starting position
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// use ray-plane intersection see i.e. https://en.wikipedia.org/wiki/Line%E2%80%93plane_intersection algebric form
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// in our case plane normal and ray direction are the same (orthogonal view)
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