Fixed split object to objects
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@ -1051,9 +1051,6 @@ void ModelObject::split(ModelObjectPtrs* new_objects)
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ModelVolume* volume = this->volumes.front();
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TriangleMeshPtrs meshptrs = volume->mesh.split();
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for (TriangleMesh *mesh : meshptrs) {
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// Snap the mesh to Z=0.
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float z0 = FLT_MAX;
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mesh->repair();
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// XXX: this seems to be the only real usage of m_model, maybe refactor this so that it's not needed?
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@ -1063,7 +1060,20 @@ void ModelObject::split(ModelObjectPtrs* new_objects)
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new_object->instances.reserve(this->instances.size());
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for (const ModelInstance *model_instance : this->instances)
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new_object->add_instance(*model_instance);
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#if ENABLE_MODELVOLUME_TRANSFORM
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ModelVolume* new_vol = new_object->add_volume(*volume, std::move(*mesh));
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new_vol->center_geometry();
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for (ModelInstance* model_instance : new_object->instances)
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{
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Vec3d shift = model_instance->get_transformation().get_matrix(true) * new_vol->get_offset();
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model_instance->set_offset(model_instance->get_offset() + shift);
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}
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new_vol->set_offset(Vec3d::Zero());
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#else
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new_object->add_volume(*volume, std::move(*mesh));
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#endif // ENABLE_MODELVOLUME_TRANSFORM
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new_objects->emplace_back(new_object);
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delete mesh;
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}
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