Merge branch 'master' of https://github.com/prusa3d/Slic3r into scene_manipulators
This commit is contained in:
commit
717fbc1196
3 changed files with 24 additions and 23 deletions
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@ -51,9 +51,6 @@ TriangleMesh::TriangleMesh(const Pointf3s &points, const std::vector<Point3>& fa
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for (int i = 0; i < stl.stats.number_of_facets; i++) {
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stl_facet facet;
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facet.normal.x = 0;
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facet.normal.y = 0;
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facet.normal.z = 0;
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const Pointf3& ref_f1 = points[facets[i].x];
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facet.vertex[0].x = ref_f1.x;
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@ -73,6 +70,13 @@ TriangleMesh::TriangleMesh(const Pointf3s &points, const std::vector<Point3>& fa
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facet.extra[0] = 0;
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facet.extra[1] = 0;
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float normal[3];
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stl_calculate_normal(normal, &facet);
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stl_normalize_vector(normal);
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facet.normal.x = normal[0];
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facet.normal.y = normal[1];
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facet.normal.z = normal[2];
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stl.facet_start[i] = facet;
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}
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stl_get_size(&stl);
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@ -443,13 +443,16 @@ std::vector<int> GLVolumeCollection::load_object(
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int GLVolumeCollection::load_wipe_tower_preview(
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int obj_idx, float pos_x, float pos_y, float width, float depth, float height, float rotation_angle, bool use_VBOs)
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{
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float color[4] = { 1.0f, 1.0f, 0.0f, 0.5f };
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float color[4] = { 0.5f, 0.5f, 0.0f, 0.5f };
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this->volumes.emplace_back(new GLVolume(color));
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GLVolume &v = *this->volumes.back();
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auto mesh = make_cube(width, depth, height);
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mesh.translate(-width/2.f,-depth/2.f,0.f);
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Point origin_of_rotation(0.f,0.f);
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if (height == 0.0f)
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height = 0.1f;
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auto mesh = make_cube(width, depth, height);
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mesh.translate(-width / 2.f, -depth / 2.f, 0.f);
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Point origin_of_rotation(0.f, 0.f);
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mesh.rotate(rotation_angle,&origin_of_rotation);
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if (use_VBOs)
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@ -309,22 +309,18 @@ bool select_language(wxArrayString & names,
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bool load_language()
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{
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long language;
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if (!g_AppConfig->has("translation_language"))
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language = wxLANGUAGE_UNKNOWN;
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else {
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auto str_language = g_AppConfig->get("translation_language");
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language = str_language != "" ? stol(str_language) : wxLANGUAGE_UNKNOWN;
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}
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wxString language = wxEmptyString;
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if (g_AppConfig->has("translation_language"))
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language = g_AppConfig->get("translation_language");
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if (language == wxLANGUAGE_UNKNOWN)
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if (language.IsEmpty())
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return false;
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wxArrayString names;
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wxArrayLong identifiers;
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get_installed_languages(names, identifiers);
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for (size_t i = 0; i < identifiers.Count(); i++)
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{
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if (identifiers[i] == language)
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if (wxLocale::GetLanguageCanonicalName(identifiers[i]) == language)
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{
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g_wxLocale = new wxLocale;
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g_wxLocale->Init(identifiers[i]);
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@ -339,13 +335,11 @@ bool load_language()
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void save_language()
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{
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//! TO DO !! use GetCanonicalName;
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long language = wxLANGUAGE_UNKNOWN;
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if (g_wxLocale) {
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language = g_wxLocale->GetLanguage();
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}
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std::string str_language = std::to_string(language);
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g_AppConfig->set("translation_language", str_language);
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wxString language = wxEmptyString;
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if (g_wxLocale)
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language = g_wxLocale->GetCanonicalName();
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g_AppConfig->set("translation_language", language.ToStdString());
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g_AppConfig->save();
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}
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