Fixed split object to objects

This commit is contained in:
Enrico Turri 2018-11-21 14:30:15 +01:00
parent a21f1783a9
commit 85219b8bc0

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