Tech ENABLE_ALLOW_NEGATIVE_Z-> Added button in object manipulator to drop to bed a sinking object

This commit is contained in:
enricoturri1966 2021-05-05 09:15:33 +02:00
parent 67572fad3f
commit 3f6123e653

View File

@ -26,21 +26,26 @@ const double ObjectManipulation::mm_to_in = 0.0393700787;
// Helper function to be used by drop to bed button. Returns lowest point of this // Helper function to be used by drop to bed button. Returns lowest point of this
// volume in world coordinate system. // volume in world coordinate system.
static double get_volume_min_z(const GLVolume* volume) static double get_volume_min_z(const GLVolume& volume)
{ {
const Transform3f& world_matrix = volume->world_matrix().cast<float>(); #if ENABLE_ALLOW_NEGATIVE_Z
return volume.transformed_convex_hull_bounding_box().min.z();
#else
const Transform3f& world_matrix = volume.world_matrix().cast<float>();
// need to get the ModelVolume pointer // need to get the ModelVolume pointer
const ModelObject* mo = wxGetApp().model().objects[volume->composite_id.object_id]; const ModelObject* mo = wxGetApp().model().objects[volume.composite_id.object_id];
const ModelVolume* mv = mo->volumes[volume->composite_id.volume_id]; const ModelVolume* mv = mo->volumes[volume.composite_id.volume_id];
const TriangleMesh& hull = mv->get_convex_hull(); const TriangleMesh& hull = mv->get_convex_hull();
float min_z = std::numeric_limits<float>::max(); float min_z = std::numeric_limits<float>::max();
for (const stl_facet& facet : hull.stl.facet_start) { for (const stl_facet& facet : hull.stl.facet_start) {
for (int i = 0; i < 3; ++ i) for (int i = 0; i < 3; ++i)
min_z = std::min(min_z, Vec3f::UnitZ().dot(world_matrix * facet.vertex[i])); min_z = std::min(min_z, Vec3f::UnitZ().dot(world_matrix * facet.vertex[i]));
} }
return min_z; return min_z;
#endif // ENABLE_ALLOW_NEGATIVE_Z
} }
@ -341,13 +346,27 @@ ObjectManipulation::ObjectManipulation(wxWindow* parent) :
const GLVolume* volume = selection.get_volume(*selection.get_volume_idxs().begin()); const GLVolume* volume = selection.get_volume(*selection.get_volume_idxs().begin());
const Geometry::Transformation& instance_trafo = volume->get_instance_transformation(); const Geometry::Transformation& instance_trafo = volume->get_instance_transformation();
Vec3d diff = m_cache.position - instance_trafo.get_matrix(true).inverse() * Vec3d(0., 0., get_volume_min_z(volume)); const Vec3d diff = m_cache.position - instance_trafo.get_matrix(true).inverse() * Vec3d(0., 0., get_volume_min_z(*volume));
Plater::TakeSnapshot snapshot(wxGetApp().plater(), _L("Drop to bed")); Plater::TakeSnapshot snapshot(wxGetApp().plater(), _L("Drop to bed"));
change_position_value(0, diff.x()); change_position_value(0, diff.x());
change_position_value(1, diff.y()); change_position_value(1, diff.y());
change_position_value(2, diff.z()); change_position_value(2, diff.z());
} }
#if ENABLE_ALLOW_NEGATIVE_Z
else if (selection.is_single_full_instance()) {
const ModelObjectPtrs& objects = wxGetApp().model().objects;
const int idx = selection.get_object_idx();
if (0 <= idx && idx < static_cast<int>(objects.size())) {
const ModelObject* mo = wxGetApp().model().objects[idx];
const double min_z = mo->bounding_box().min.z();
if (std::abs(min_z) > EPSILON) {
Plater::TakeSnapshot snapshot(wxGetApp().plater(), _L("Drop to bed"));
change_position_value(2, m_cache.position.z() - min_z);
}
}
}
#endif // ENABLE_ALLOW_NEGATIVE_Z
}); });
editors_grid_sizer->Add(m_drop_to_bed_button); editors_grid_sizer->Add(m_drop_to_bed_button);
@ -671,11 +690,15 @@ void ObjectManipulation::update_reset_buttons_visibility()
if (selection.is_single_full_instance()) { if (selection.is_single_full_instance()) {
rotation = volume->get_instance_rotation(); rotation = volume->get_instance_rotation();
scale = volume->get_instance_scaling_factor(); scale = volume->get_instance_scaling_factor();
#if ENABLE_ALLOW_NEGATIVE_Z
min_z = wxGetApp().model().objects[volume->composite_id.object_id]->bounding_box().min.z();
#endif // ENABLE_ALLOW_NEGATIVE_Z
} }
else { else {
rotation = volume->get_volume_rotation(); rotation = volume->get_volume_rotation();
scale = volume->get_volume_scaling_factor(); scale = volume->get_volume_scaling_factor();
min_z = get_volume_min_z(volume); min_z = get_volume_min_z(*volume);
} }
show_rotation = !rotation.isApprox(Vec3d::Zero()); show_rotation = !rotation.isApprox(Vec3d::Zero());
show_scale = !scale.isApprox(Vec3d::Ones()); show_scale = !scale.isApprox(Vec3d::Ones());