Tech ENABLE_TRANSFORMATIONS_BY_MATRICES - Let reset buttons in object manipulator to be always visible when needed, no matter what is the current selected reference system
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@ -882,15 +882,21 @@ void ObjectManipulation::update_reset_buttons_visibility()
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bool show_drop_to_bed = false;
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#if ENABLE_WORLD_COORDINATE
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#if ENABLE_TRANSFORMATIONS_BY_MATRICES
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if (selection.is_single_full_instance() || selection.is_single_volume_or_modifier()) {
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#else
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if ((m_coordinates_type == ECoordinatesType::World && selection.is_single_full_instance()) ||
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(m_coordinates_type == ECoordinatesType::Instance && selection.is_single_volume_or_modifier())) {
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#endif // ENABLE_TRANSFORMATIONS_BY_MATRICES
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const double min_z = selection.is_single_full_instance() ? selection.get_scaled_instance_bounding_box().min.z() :
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get_volume_min_z(*selection.get_first_volume());
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show_drop_to_bed = std::abs(min_z) > EPSILON;
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#if !ENABLE_TRANSFORMATIONS_BY_MATRICES
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}
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if (m_coordinates_type == ECoordinatesType::Local && (selection.is_single_full_instance() || selection.is_single_volume_or_modifier())) {
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#endif // !ENABLE_TRANSFORMATIONS_BY_MATRICES
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const GLVolume* volume = selection.get_first_volume();
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Vec3d rotation = Vec3d::Zero();
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Vec3d scale = Vec3d::Ones();
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