Lay flat gizmo is rendered before the bed, so the surfaces are visible from below, and a rotation-related bugfix
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@ -1419,22 +1419,27 @@ void GLCanvas3D::Gizmos::set_flattening_data(const ModelObject* model_object)
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reinterpret_cast<GLGizmoFlatten*>(it->second)->set_flattening_data(model_object);
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}
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void GLCanvas3D::Gizmos::render(const GLCanvas3D& canvas, const BoundingBoxf3& box) const
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void GLCanvas3D::Gizmos::render(const GLCanvas3D& canvas, const BoundingBoxf3& box, RenderOrder render_order) const
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{
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if (!m_enabled)
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return;
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::glDisable(GL_DEPTH_TEST);
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if (box.radius() > 0.0)
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_render_current_gizmo(box);
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if ((render_order == BeforeBed && dynamic_cast<GLGizmoFlatten*>(_get_current()))
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|| (render_order == AfterBed && !dynamic_cast<GLGizmoFlatten*>(_get_current()))) {
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if (box.radius() > 0.0)
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_render_current_gizmo(box);
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}
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::glPushMatrix();
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::glLoadIdentity();
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if (render_order == AfterBed) {
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::glPushMatrix();
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::glLoadIdentity();
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_render_overlay(canvas);
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_render_overlay(canvas);
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::glPopMatrix();
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::glPopMatrix();
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}
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}
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void GLCanvas3D::Gizmos::render_current_gizmo_for_picking_pass(const BoundingBoxf3& box) const
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@ -2249,6 +2254,7 @@ void GLCanvas3D::render()
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_render_axes(false);
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}
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_render_objects();
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_render_gizmo(Gizmos::RenderOrder::BeforeBed);
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// textured bed needs to be rendered after objects
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if (!is_custom_bed)
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{
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@ -2258,7 +2264,7 @@ void GLCanvas3D::render()
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_render_cutting_plane();
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_render_warning_texture();
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_render_legend_texture();
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_render_gizmo();
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_render_gizmo(Gizmos::RenderOrder::AfterBed);
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_render_layer_editing_overlay();
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m_canvas->SwapBuffers();
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@ -3756,9 +3762,9 @@ void GLCanvas3D::_render_volumes(bool fake_colors) const
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::glDisable(GL_LIGHTING);
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}
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void GLCanvas3D::_render_gizmo() const
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void GLCanvas3D::_render_gizmo(Gizmos::RenderOrder render_order) const
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{
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m_gizmos.render(*this, _selected_volumes_bounding_box());
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m_gizmos.render(*this, _selected_volumes_bounding_box(), render_order);
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}
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float GLCanvas3D::_get_layers_editing_cursor_z_relative() const
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@ -341,6 +341,10 @@ public:
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Flatten,
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Num_Types
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};
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enum RenderOrder : unsigned char {
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BeforeBed,
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AfterBed
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};
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private:
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bool m_enabled;
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@ -386,7 +390,7 @@ public:
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void set_flattening_data(const ModelObject* model_object);
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Pointf3 get_flattening_normal() const;
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void render(const GLCanvas3D& canvas, const BoundingBoxf3& box) const;
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void render(const GLCanvas3D& canvas, const BoundingBoxf3& box, RenderOrder render_order) const;
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void render_current_gizmo_for_picking_pass(const BoundingBoxf3& box) const;
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private:
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@ -633,7 +637,7 @@ private:
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void _render_legend_texture() const;
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void _render_layer_editing_overlay() const;
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void _render_volumes(bool fake_colors) const;
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void _render_gizmo() const;
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void _render_gizmo(Gizmos::RenderOrder render_order) const;
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float _get_layers_editing_cursor_z_relative() const;
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void _perform_layer_editing_action(wxMouseEvent* evt = nullptr);
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@ -775,7 +775,7 @@ void GLGizmoFlatten::update_planes()
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m_source_data.scaling_factor = m_model_object->instances.front()->scaling_factor;
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m_source_data.rotation = m_model_object->instances.front()->rotation;
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const float* first_vertex = m_model_object->volumes.front()->get_convex_hull().first_vertex();
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m_source_data.mesh_first_point = Pointf3(first_vertex[0], first_vertex[1], first_vertex[3]);
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m_source_data.mesh_first_point = Pointf3(first_vertex[0], first_vertex[1], first_vertex[2]);
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}
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// Check if the bounding boxes of each volume's convex hull is the same as before
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@ -788,7 +788,7 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
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if (m_model_object->volumes.size() != m_source_data.bounding_boxes.size()
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|| m_model_object->instances.front()->scaling_factor != m_source_data.scaling_factor
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|| m_model_object->instances.front()->rotation != m_source_data.rotation)
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return true;
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return true;
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// now compare the bounding boxes:
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for (unsigned int i=0; i<m_model_object->volumes.size(); ++i)
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@ -805,6 +805,7 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
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Pointf3 GLGizmoFlatten::get_flattening_normal() const {
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Pointf3 normal = m_normal;
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normal.rotate(-m_model_object->instances.front()->rotation);
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m_normal = Pointf3(0.f, 0.f, 0.f);
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return normal;
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}
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