Fixed cut contours in gizmo cut after deleting an object
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@ -306,7 +306,7 @@ void GLVolume::SinkingContours::update()
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int object_idx = m_parent.object_idx();
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int object_idx = m_parent.object_idx();
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Model& model = GUI::wxGetApp().plater()->model();
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Model& model = GUI::wxGetApp().plater()->model();
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if (0 <= object_idx && object_idx < model.objects.size() && m_parent.is_sinking() && !m_parent.is_below_printbed()) {
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if (0 <= object_idx && object_idx < (int)model.objects.size() && m_parent.is_sinking() && !m_parent.is_below_printbed()) {
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const BoundingBoxf3& box = m_parent.transformed_convex_hull_bounding_box();
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const BoundingBoxf3& box = m_parent.transformed_convex_hull_bounding_box();
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if (!m_old_box.size().isApprox(box.size()) || m_old_box.min.z() != box.min.z()) {
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if (!m_old_box.size().isApprox(box.size()) || m_old_box.min.z() != box.min.z()) {
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m_old_box = box;
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m_old_box = box;
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@ -55,8 +55,15 @@ std::string GLGizmoCut::on_get_name() const
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void GLGizmoCut::on_set_state()
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void GLGizmoCut::on_set_state()
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{
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{
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// Reset m_cut_z on gizmo activation
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// Reset m_cut_z on gizmo activation
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#if ENABLE_SINKING_CONTOURS
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if (get_state() == On) {
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m_cut_z = bounding_box().center().z();
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m_cut_contours.reset();
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}
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#else
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if (get_state() == On)
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if (get_state() == On)
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m_cut_z = bounding_box().center().z();
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m_cut_z = bounding_box().center().z();
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#endif // ENABLE_SINKING_CONTOURS
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}
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}
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bool GLGizmoCut::on_is_activable() const
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bool GLGizmoCut::on_is_activable() const
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@ -211,10 +218,9 @@ void GLGizmoCut::on_render_input_window(float x, float y, float bottom_limit)
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if (cut_clicked && (m_keep_upper || m_keep_lower)) {
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if (cut_clicked && (m_keep_upper || m_keep_lower)) {
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perform_cut(m_parent.get_selection());
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perform_cut(m_parent.get_selection());
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m_cut_contours.cut_z = 0.0f;
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#if ENABLE_SINKING_CONTOURS
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m_cut_contours.object_idx = -1;
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m_cut_contours.reset();
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m_cut_contours.instance_idx = -1;
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#endif // ENABLE_SINKING_CONTOURS
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m_cut_contours.contours.reset();
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}
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}
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}
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}
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@ -35,6 +35,16 @@ class GLGizmoCut : public GLGizmoBase
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Vec3d shift{ Vec3d::Zero() };
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Vec3d shift{ Vec3d::Zero() };
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int object_idx{ -1 };
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int object_idx{ -1 };
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int instance_idx{ -1 };
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int instance_idx{ -1 };
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void reset() {
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mesh.clear();
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contours.reset();
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cut_z = 0.0;
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position = Vec3d::Zero();
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shift = Vec3d::Zero();
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object_idx = -1;
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instance_idx = -1;
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}
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};
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};
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CutContours m_cut_contours;
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CutContours m_cut_contours;
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