Added Vec3d ModelInstance::transform_vector() method
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@ -1016,6 +1016,11 @@ BoundingBoxf3 ModelInstance::transform_bounding_box(const BoundingBoxf3 &bbox, b
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return bbox.transformed(world_matrix(dont_translate));
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return bbox.transformed(world_matrix(dont_translate));
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}
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}
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Vec3d ModelInstance::transform_vector(const Vec3d& v, bool dont_translate) const
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{
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return world_matrix(dont_translate) * v;
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}
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void ModelInstance::transform_polygon(Polygon* polygon) const
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void ModelInstance::transform_polygon(Polygon* polygon) const
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{
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{
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polygon->rotate(this->rotation); // rotate around polygon origin
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polygon->rotate(this->rotation); // rotate around polygon origin
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@ -239,6 +239,8 @@ public:
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BoundingBoxf3 transform_mesh_bounding_box(const TriangleMesh* mesh, bool dont_translate = false) const;
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BoundingBoxf3 transform_mesh_bounding_box(const TriangleMesh* mesh, bool dont_translate = false) const;
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// Transform an external bounding box.
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// Transform an external bounding box.
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BoundingBoxf3 transform_bounding_box(const BoundingBoxf3 &bbox, bool dont_translate = false) const;
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BoundingBoxf3 transform_bounding_box(const BoundingBoxf3 &bbox, bool dont_translate = false) const;
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// Transform an external vector.
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Vec3d transform_vector(const Vec3d& v, bool dont_translate = false) const;
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// To be called on an external polygon. It does not translate the polygon, only rotates and scales.
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// To be called on an external polygon. It does not translate the polygon, only rotates and scales.
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void transform_polygon(Polygon* polygon) const;
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void transform_polygon(Polygon* polygon) const;
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@ -5241,11 +5241,14 @@ void GLCanvas3D::_on_move(const std::vector<int>& volume_idxs)
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{
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{
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// Move a regular object.
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// Move a regular object.
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ModelObject* model_object = m_model->objects[obj_idx];
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ModelObject* model_object = m_model->objects[obj_idx];
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const Vec3d& offset = volume->get_offset();
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if (model_object != nullptr)
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model_object->instances[instance_idx]->offset = Vec2d(offset(0), offset(1));
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{
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model_object->invalidate_bounding_box();
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const Vec3d& offset = volume->get_offset();
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update_position_values();
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model_object->instances[instance_idx]->offset = Vec2d(offset(0), offset(1));
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object_moved = true;
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model_object->invalidate_bounding_box();
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update_position_values();
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object_moved = true;
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}
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}
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}
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else if (obj_idx == 1000)
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else if (obj_idx == 1000)
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// Move a wipe tower proxy.
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// Move a wipe tower proxy.
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@ -1061,8 +1061,6 @@ void GLGizmoFlatten::on_render_for_picking(const BoundingBoxf3& box) const
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for (unsigned int i = 0; i < m_planes.size(); ++i)
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for (unsigned int i = 0; i < m_planes.size(); ++i)
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{
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{
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// FIXME: the color assignement will fail if the planes count is greater than 254
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// use the other color components in that case !!
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::glColor3f(1.0f, 1.0f, picking_color_component(i));
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::glColor3f(1.0f, 1.0f, picking_color_component(i));
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for (const Vec2d& offset : m_instances_positions) {
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for (const Vec2d& offset : m_instances_positions) {
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::glPushMatrix();
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::glPushMatrix();
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@ -1240,9 +1238,9 @@ void GLGizmoFlatten::update_planes()
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polygon = transform(polygon, m);
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polygon = transform(polygon, m);
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}
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}
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// We'll sort the planes by area and only keep the 255 largest ones (because of the picking pass limitations):
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// We'll sort the planes by area and only keep the 254 largest ones (because of the picking pass limitations):
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std::sort(m_planes.rbegin(), m_planes.rend(), [](const PlaneData& a, const PlaneData& b) { return a.area < b.area; });
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std::sort(m_planes.rbegin(), m_planes.rend(), [](const PlaneData& a, const PlaneData& b) { return a.area < b.area; });
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m_planes.resize(std::min((int)m_planes.size(), 255));
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m_planes.resize(std::min((int)m_planes.size(), 254));
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// Planes are finished - let's save what we calculated it from:
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// Planes are finished - let's save what we calculated it from:
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m_source_data.bounding_boxes.clear();
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m_source_data.bounding_boxes.clear();
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