Show wait cursor when exporting an STL.
Fix of SLA gizmo picking by rectangle: point is occluded only if an object is half its radius away from the point center. Don't show the temp G-code file name in the status bar when exporting.
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3 changed files with 9 additions and 4 deletions
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@ -1506,7 +1506,8 @@ void Print::export_gcode(const std::string &path_template, GCodePreviewData *pre
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// The following call may die if the output_filename_format template substitution fails.
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std::string path = this->output_filepath(path_template);
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std::string message = "Exporting G-code";
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if (! path.empty()) {
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if (! path.empty() && preview_data == nullptr) {
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// Only show the path if preview_data is not set -> running from command line.
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message += " to ";
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message += path;
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}
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@ -2106,11 +2106,12 @@ bool GLGizmoSlaSupports::mouse_event(SLAGizmoEventType action, const Vec2d& mous
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// we'll recover current look direction from the modelview matrix (in world coords)...
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Vec3f direction_to_camera(modelview_matrix[2], modelview_matrix[6], modelview_matrix[10]);
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// ...and transform it to model coords.
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direction_to_camera = instance_matrix_no_translation.inverse().cast<float>() * direction_to_camera.eval();
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direction_to_camera = (instance_matrix_no_translation.inverse().cast<float>() * direction_to_camera).normalized().eval();
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// Iterate over all points, check if they're in the rectangle and if so, check that they are not obscured by the mesh:
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for (unsigned int i=0; i<m_editing_mode_cache.size(); ++i) {
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Vec3f pos = instance_matrix.cast<float>() * m_editing_mode_cache[i].first.pos;
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const sla::SupportPoint &support_point = m_editing_mode_cache[i].first;
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Vec3f pos = instance_matrix.cast<float>() * support_point.pos;
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pos(2) += z_offset;
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GLdouble out_x, out_y, out_z;
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::gluProject((GLdouble)pos(0), (GLdouble)pos(1), (GLdouble)pos(2), modelview_matrix, projection_matrix, viewport, &out_x, &out_y, &out_z);
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@ -2120,7 +2121,8 @@ bool GLGizmoSlaSupports::mouse_event(SLAGizmoEventType action, const Vec2d& mous
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bool is_obscured = false;
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// Cast a ray in the direction of the camera and look for intersection with the mesh:
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std::vector<igl::Hit> hits;
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if (m_AABB.intersect_ray(m_V, m_F, m_editing_mode_cache[i].first.pos, direction_to_camera, hits))
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// Offset the start of the ray to the front of the ball + EPSILON to account for numerical inaccuracies.
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if (m_AABB.intersect_ray(m_V, m_F, support_point.pos + direction_to_camera * (support_point.head_front_radius + EPSILON), direction_to_camera, hits))
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// FIXME: the intersection could in theory be behind the camera, but as of now we only have camera direction.
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// Also, the threshold is in mesh coordinates, not in actual dimensions.
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if (hits.size() > 1 || hits.front().t > 0.001f)
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@ -2972,6 +2972,8 @@ void Plater::export_stl(bool selection_only)
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const wxString path = dialog->GetPath();
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const std::string path_u8 = into_u8(path);
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wxBusyCursor wait;
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TriangleMesh mesh;
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if (selection_only) {
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const auto &selection = p->get_selection();
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