Merge branch 'master' into tm_slice_index_lyrh
This commit is contained in:
commit
b4ea43a6b0
7 changed files with 30 additions and 19 deletions
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@ -34,6 +34,8 @@ option(SLIC3R_PERL_XS "Compile XS Perl module and enable Perl unit and
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option(SLIC3R_ASAN "Enable ASan on Clang and GCC" 0)
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option(SLIC3R_ASAN "Enable ASan on Clang and GCC" 0)
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option(SLIC3R_SYNTAXONLY "Only perform source code correctness checking, no binary output (UNIX only)" 0)
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option(SLIC3R_SYNTAXONLY "Only perform source code correctness checking, no binary output (UNIX only)" 0)
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set(SLIC3R_GTK "2" CACHE STRING "GTK version to use with wxWidgets on Linux")
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# Proposal for C++ unit tests and sandboxes
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# Proposal for C++ unit tests and sandboxes
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option(SLIC3R_BUILD_SANDBOXES "Build development sandboxes" OFF)
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option(SLIC3R_BUILD_SANDBOXES "Build development sandboxes" OFF)
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option(SLIC3R_BUILD_TESTS "Build unit tests" OFF)
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option(SLIC3R_BUILD_TESTS "Build unit tests" OFF)
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@ -91,6 +91,10 @@ You can also use the Visual Studio GUI or other generators as mentioned above.
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The `DESTDIR` option is the location where the bundle will be installed.
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The `DESTDIR` option is the location where the bundle will be installed.
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This may be customized. If you leave it empty, the `DESTDIR` will be places inside the same `build` directory.
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This may be customized. If you leave it empty, the `DESTDIR` will be places inside the same `build` directory.
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Warning: If the `build` directory is nested too deep inside other folders, various file paths during the build
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become too long and the build might fail due to file writing errors. For this reason, it is recommended to
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place the `build` directory relatively close to the drive root.
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Note that the build variant that you may choose using Visual Studio (i.e. _Release_ or _Debug_ etc.) when building the dependency package is **not relevant**.
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Note that the build variant that you may choose using Visual Studio (i.e. _Release_ or _Debug_ etc.) when building the dependency package is **not relevant**.
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The dependency build will by default build _both_ the _Release_ and _Debug_ variants regardless of what you choose in Visual Studio.
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The dependency build will by default build _both_ the _Release_ and _Debug_ variants regardless of what you choose in Visual Studio.
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You can disable building of the debug variant by passing the `-DDEP_DEBUG=OFF` option to CMake, this will only produce a _Release_ build.
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You can disable building of the debug variant by passing the `-DDEP_DEBUG=OFF` option to CMake, this will only produce a _Release_ build.
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@ -60,6 +60,7 @@ if (SLIC3R_GUI)
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endif()
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endif()
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if (CMAKE_SYSTEM_NAME STREQUAL "Linux")
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if (CMAKE_SYSTEM_NAME STREQUAL "Linux")
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set (wxWidgets_CONFIG_OPTIONS "--toolkit=gtk${SLIC3R_GTK}")
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if (SLIC3R_WX_STABLE)
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if (SLIC3R_WX_STABLE)
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find_package(wxWidgets 3.0 REQUIRED COMPONENTS base core adv html gl)
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find_package(wxWidgets 3.0 REQUIRED COMPONENTS base core adv html gl)
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else ()
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else ()
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@ -175,6 +175,11 @@ struct AMFParserContext
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bool mirrory_set;
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bool mirrory_set;
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float mirrorz;
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float mirrorz;
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bool mirrorz_set;
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bool mirrorz_set;
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bool anything_set() const { return deltax_set || deltay_set || deltaz_set ||
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rx_set || ry_set || rz_set ||
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scalex_set || scaley_set || scalez_set ||
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mirrorx_set || mirrory_set || mirrorz_set; }
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};
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};
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struct Object {
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struct Object {
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@ -644,11 +649,7 @@ void AMFParserContext::endDocument()
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continue;
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continue;
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}
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}
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for (const Instance &instance : object.second.instances)
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for (const Instance &instance : object.second.instances)
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#if ENABLE_VOLUMES_CENTERING_FIXES
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if (instance.anything_set()) {
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{
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#else
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if (instance.deltax_set && instance.deltay_set) {
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#endif // ENABLE_VOLUMES_CENTERING_FIXES
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ModelInstance *mi = m_model.objects[object.second.idx]->add_instance();
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ModelInstance *mi = m_model.objects[object.second.idx]->add_instance();
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mi->set_offset(Vec3d(instance.deltax_set ? (double)instance.deltax : 0.0, instance.deltay_set ? (double)instance.deltay : 0.0, instance.deltaz_set ? (double)instance.deltaz : 0.0));
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mi->set_offset(Vec3d(instance.deltax_set ? (double)instance.deltax : 0.0, instance.deltay_set ? (double)instance.deltay : 0.0, instance.deltaz_set ? (double)instance.deltaz : 0.0));
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mi->set_rotation(Vec3d(instance.rx_set ? (double)instance.rx : 0.0, instance.ry_set ? (double)instance.ry : 0.0, instance.rz_set ? (double)instance.rz : 0.0));
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mi->set_rotation(Vec3d(instance.rx_set ? (double)instance.rx : 0.0, instance.ry_set ? (double)instance.ry : 0.0, instance.rz_set ? (double)instance.rz : 0.0));
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@ -157,7 +157,6 @@ GLToolbar::GLToolbar(GLToolbar::EType type)
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#if ENABLE_SVG_ICONS
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#if ENABLE_SVG_ICONS
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, m_icons_texture_dirty(true)
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, m_icons_texture_dirty(true)
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#endif // ENABLE_SVG_ICONS
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#endif // ENABLE_SVG_ICONS
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, m_mouse_capture({ false, false, false, nullptr })
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, m_tooltip("")
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, m_tooltip("")
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{
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{
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}
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}
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@ -410,6 +409,16 @@ bool GLToolbar::on_mouse(wxMouseEvent& evt, GLCanvas3D& parent)
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bool processed = false;
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bool processed = false;
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// mouse anywhere
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// mouse anywhere
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if (!evt.Dragging() && !evt.Leaving() && !evt.Entering() && (m_mouse_capture.parent != nullptr))
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{
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if (m_mouse_capture.any() && (evt.LeftUp() || evt.MiddleUp() || evt.RightUp()))
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// prevents loosing selection into the scene if mouse down was done inside the toolbar and mouse up was down outside it,
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// as when switching between views
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processed = true;
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m_mouse_capture.reset();
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}
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if (evt.Moving())
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if (evt.Moving())
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m_tooltip = update_hover_state(mouse_pos, parent);
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m_tooltip = update_hover_state(mouse_pos, parent);
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else if (evt.LeftUp())
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else if (evt.LeftUp())
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@ -418,17 +427,9 @@ bool GLToolbar::on_mouse(wxMouseEvent& evt, GLCanvas3D& parent)
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m_mouse_capture.middle = false;
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m_mouse_capture.middle = false;
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else if (evt.RightUp())
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else if (evt.RightUp())
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m_mouse_capture.right = false;
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m_mouse_capture.right = false;
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else if (m_mouse_capture.any())
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else if (evt.Dragging() && m_mouse_capture.any())
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{
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// if the button down was done on this toolbar, prevent from dragging into the scene
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if (evt.Dragging())
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processed = true;
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processed = true;
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else if (evt.Entering() && (m_mouse_capture.parent == &parent))
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// Resets the mouse capture state to avoid setting the dragging event as processed when, for example,
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// the item action opens a modal dialog
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// Keeps the mouse capture state if the entering event happens on different parent from the one
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// who received the button down event, to prevent, for example, dragging when switching between scene views
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m_mouse_capture.reset();
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}
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int item_id = contains_mouse(mouse_pos, parent);
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int item_id = contains_mouse(mouse_pos, parent);
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if (item_id == -1)
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if (item_id == -1)
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@ -238,6 +238,8 @@ private:
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bool right;
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bool right;
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GLCanvas3D* parent;
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GLCanvas3D* parent;
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MouseCapture() { reset(); }
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bool any() const { return left || middle || right; }
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bool any() const { return left || middle || right; }
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void reset() { left = middle = right = false; parent = nullptr; }
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void reset() { left = middle = right = false; parent = nullptr; }
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};
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};
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@ -1713,8 +1713,8 @@ std::vector<size_t> Plater::priv::load_model_objects(const ModelObjectPtrs &mode
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object->center_around_origin();
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object->center_around_origin();
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new_instances.emplace_back(object->add_instance());
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new_instances.emplace_back(object->add_instance());
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#else /* AUTOPLACEMENT_ON_LOAD */
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#else /* AUTOPLACEMENT_ON_LOAD */
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// if object has no defined position(s) we need to rearrange everything after loading object->center_around_origin();
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// if object has no defined position(s) we need to rearrange everything after loading
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need_arrange = true;
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need_arrange = true;
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// add a default instance and center object around origin
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// add a default instance and center object around origin
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object->center_around_origin(); // also aligns object to Z = 0
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object->center_around_origin(); // also aligns object to Z = 0
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ModelInstance* instance = object->add_instance();
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ModelInstance* instance = object->add_instance();
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