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