Tech ENABLE_WORLD_COORDINATE - Fix of Selection::mirror()
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@ -1755,7 +1755,20 @@ std::vector<int> GLCanvas3D::load_object(const Model& model, int obj_idx)
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void GLCanvas3D::mirror_selection(Axis axis)
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{
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#if ENABLE_WORLD_COORDINATE
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TransformationType transformation_type;
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if (wxGetApp().obj_manipul()->is_local_coordinates())
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transformation_type.set_local();
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else if (wxGetApp().obj_manipul()->is_instance_coordinates())
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transformation_type.set_instance();
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transformation_type.set_relative();
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m_selection.setup_cache();
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m_selection.mirror(axis, transformation_type);
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#else
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m_selection.mirror(axis);
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#endif // ENABLE_WORLD_COORDINATE
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do_mirror(L("Mirror Object"));
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wxGetApp().obj_manipul()->set_dirty();
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}
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@ -1283,6 +1283,13 @@ void Selection::scale_to_fit_print_volume(const BuildVolume& volume)
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}
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}
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#if ENABLE_WORLD_COORDINATE
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void Selection::mirror(Axis axis, TransformationType transformation_type)
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{
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const Vec3d mirror((axis == X) ? -1.0 : 1.0, (axis == Y) ? -1.0 : 1.0, (axis == Z) ? -1.0 : 1.0);
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scale_and_translate(mirror, Vec3d::Zero(), transformation_type);
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}
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#else
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void Selection::mirror(Axis axis)
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{
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if (!m_valid)
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@ -1305,6 +1312,7 @@ void Selection::mirror(Axis axis)
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set_bounding_boxes_dirty();
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}
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#endif // ENABLE_WORLD_COORDINATE
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#if ENABLE_WORLD_COORDINATE
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void Selection::scale_and_translate(const Vec3d& scale, const Vec3d& translation, TransformationType transformation_type)
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@ -402,11 +402,12 @@ public:
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void flattening_rotate(const Vec3d& normal);
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void scale(const Vec3d& scale, TransformationType transformation_type);
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void scale_to_fit_print_volume(const BuildVolume& volume);
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void mirror(Axis axis);
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#if ENABLE_WORLD_COORDINATE
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void scale_and_translate(const Vec3d& scale, const Vec3d& translation, TransformationType transformation_type);
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void mirror(Axis axis, TransformationType transformation_type);
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void reset_skew();
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#else
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void mirror(Axis axis);
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void translate(unsigned int object_idx, const Vec3d& displacement);
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#endif // ENABLE_WORLD_COORDINATE
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void translate(unsigned int object_idx, unsigned int instance_idx, const Vec3d& displacement);
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