fix frustum for off-bed origins
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@ -342,6 +342,8 @@ BoundingBoxf3 Bed3D::calc_extended_bounding_box() const
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// Reset the build volume Z, we don't want to zoom to the top of the build volume if it is empty.
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// Reset the build volume Z, we don't want to zoom to the top of the build volume if it is empty.
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out.min.z() = 0.0;
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out.min.z() = 0.0;
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out.max.z() = 0.0;
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out.max.z() = 0.0;
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// extend to origin in case origin is off bed
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out.merge(m_axes.get_origin());
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// extend to contain axes
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// extend to contain axes
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out.merge(m_axes.get_origin() + m_axes.get_total_length() * Vec3d::Ones());
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out.merge(m_axes.get_origin() + m_axes.get_total_length() * Vec3d::Ones());
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#if ENABLE_WORLD_COORDINATE
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#if ENABLE_WORLD_COORDINATE
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