#7258 - Fixed cut of merged object
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2 changed files with 41 additions and 43 deletions
src/libslic3r
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@ -1263,10 +1263,10 @@ ModelObjectPtrs ModelObject::cut(size_t instance, coordf_t z, ModelObjectCutAttr
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instances[instance]->get_mirror()
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);
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z -= instances[instance]->get_offset()(2);
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z -= instances[instance]->get_offset().z();
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// Lower part per-instance bounding boxes
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std::vector<BoundingBoxf3> lower_bboxes { instances.size() };
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// Displacement (in instance coordinates) to be applied to place the upper parts
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Vec3d local_displace = Vec3d::Zero();
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for (ModelVolume *volume : volumes) {
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const auto volume_matrix = volume->get_matrix();
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@ -1286,8 +1286,7 @@ ModelObjectPtrs ModelObject::cut(size_t instance, coordf_t z, ModelObjectCutAttr
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if (attributes.has(ModelObjectCutAttribute::KeepLower))
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lower->add_volume(*volume);
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}
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else if (! volume->mesh().empty()) {
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else if (! volume->mesh().empty()) {
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// Transform the mesh by the combined transformation matrix.
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// Flip the triangles in case the composite transformation is left handed.
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TriangleMesh mesh(volume->mesh());
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@ -1327,13 +1326,10 @@ ModelObjectPtrs ModelObject::cut(size_t instance, coordf_t z, ModelObjectCutAttr
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assert(vol->config.id() != volume->config.id());
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vol->set_material(volume->material_id(), *volume->material());
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// Compute the lower part instances' bounding boxes to figure out where to place
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// the upper part
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if (attributes.has(ModelObjectCutAttribute::KeepUpper)) {
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for (size_t i = 0; i < instances.size(); i++) {
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lower_bboxes[i].merge(instances[i]->transform_mesh_bounding_box(lower_mesh, true));
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}
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}
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// Compute the displacement (in instance coordinates) to be applied to place the upper parts
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// The upper part displacement is set to half of the lower part bounding box
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// this is done in hope at least a part of the upper part will always be visible and draggable
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local_displace = lower->full_raw_mesh_bounding_box().size().cwiseProduct(Vec3d(-0.5, -0.5, 0.0));
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}
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}
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}
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@ -1341,17 +1337,18 @@ ModelObjectPtrs ModelObject::cut(size_t instance, coordf_t z, ModelObjectCutAttr
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ModelObjectPtrs res;
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if (attributes.has(ModelObjectCutAttribute::KeepUpper) && upper->volumes.size() > 0) {
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upper->invalidate_bounding_box();
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upper->center_around_origin();
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if (!upper->origin_translation.isApprox(Vec3d::Zero()) && instances[instance]->get_offset().isApprox(Vec3d::Zero())) {
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upper->center_around_origin();
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upper->translate_instances(-upper->origin_translation);
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upper->origin_translation = Vec3d::Zero();
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}
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// Reset instance transformation except offset and Z-rotation
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for (size_t i = 0; i < instances.size(); i++) {
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for (size_t i = 0; i < instances.size(); ++i) {
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auto &instance = upper->instances[i];
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const Vec3d offset = instance->get_offset();
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const double rot_z = instance->get_rotation()(2);
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// The upper part displacement is set to half of the lower part bounding box
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// this is done in hope at least a part of the upper part will always be visible and draggable
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const Vec3d displace = lower_bboxes[i].size().cwiseProduct(Vec3d(-0.5, -0.5, 0.0));
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const double rot_z = instance->get_rotation().z();
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const Vec3d displace = Geometry::assemble_transform(Vec3d::Zero(), instance->get_rotation()) * local_displace;
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instance->set_transformation(Geometry::Transformation());
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instance->set_offset(offset + displace);
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@ -1361,14 +1358,16 @@ ModelObjectPtrs ModelObject::cut(size_t instance, coordf_t z, ModelObjectCutAttr
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res.push_back(upper);
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}
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if (attributes.has(ModelObjectCutAttribute::KeepLower) && lower->volumes.size() > 0) {
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lower->invalidate_bounding_box();
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lower->center_around_origin();
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if (!lower->origin_translation.isApprox(Vec3d::Zero()) && instances[instance]->get_offset().isApprox(Vec3d::Zero())) {
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lower->center_around_origin();
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lower->translate_instances(-lower->origin_translation);
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lower->origin_translation = Vec3d::Zero();
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}
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// Reset instance transformation except offset and Z-rotation
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for (auto *instance : lower->instances) {
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const Vec3d offset = instance->get_offset();
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const double rot_z = instance->get_rotation()(2);
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const double rot_z = instance->get_rotation().z();
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instance->set_transformation(Geometry::Transformation());
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instance->set_offset(offset);
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instance->set_rotation(Vec3d(attributes.has(ModelObjectCutAttribute::FlipLower) ? Geometry::deg2rad(180.0) : 0.0, 0.0, rot_z));
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