Place on bed improvements
- works with large meshes - area discrimination takes into account scaling of the object - planes are recalculated when some volume's type is changed (e.g. from a part to modifier mesh)
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@ -1519,13 +1519,14 @@ void GLGizmoFlatten::update_planes()
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}
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ch = ch.convex_hull_3d();
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const Vec3d& bb_size = ch.bounding_box().size();
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double min_bb_face_area = std::min(bb_size(0) * bb_size(1), std::min(bb_size(0) * bb_size(2), bb_size(1) * bb_size(2)));
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m_planes.clear();
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// Now we'll go through all the facets and append Points of facets sharing the same normal:
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// Following constants are used for discarding too small polygons.
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const float minimal_area = 20.f; // in square mm (world coordinates)
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const float minimal_side = 1.f; // mm
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// Now we'll go through all the facets and append Points of facets sharing the same normal.
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// This part is still performed in mesh coordinate system.
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const int num_of_facets = ch.stl.stats.number_of_facets;
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std::vector<int> facet_queue(num_of_facets, 0);
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std::vector<bool> facet_visited(num_of_facets, false);
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@ -1548,7 +1549,7 @@ void GLGizmoFlatten::update_planes()
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while (facet_queue_cnt > 0) {
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int facet_idx = facet_queue[-- facet_queue_cnt];
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const stl_normal& this_normal = ch.stl.facet_start[facet_idx].normal;
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if (std::abs(this_normal(0) - (*normal_ptr)(0)) < 0.001 && std::abs(this_normal(1) - (*normal_ptr)(1)) < 0.001 && std::abs(this_normal(2) - (*normal_ptr)(2)) < 0.001) {
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if (this_normal.isApprox(*normal_ptr)) {
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stl_vertex* first_vertex = ch.stl.facet_start[facet_idx].vertex;
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for (int j=0; j<3; ++j)
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m_planes.back().vertices.emplace_back((double)first_vertex[j](0), (double)first_vertex[j](1), (double)first_vertex[j](2));
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@ -1563,16 +1564,18 @@ void GLGizmoFlatten::update_planes()
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}
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m_planes.back().normal = Vec3d((double)(*normal_ptr)(0), (double)(*normal_ptr)(1), (double)(*normal_ptr)(2));
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// if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected anyway):
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// Now we'll transform all the points into world coordinates, so that the areas, angles and distances
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// make real sense.
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m_planes.back().vertices = transform(m_planes.back().vertices, m_model_object->instances.front()->get_matrix());
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// if this is a just a very small triangle, remove it to speed up further calculations (it would be rejected later anyway):
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if (m_planes.back().vertices.size() == 3 &&
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((m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < 1.0
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|| (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < 1.0
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|| (m_planes.back().vertices[1] - m_planes.back().vertices[2]).norm() < 1.0))
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((m_planes.back().vertices[0] - m_planes.back().vertices[1]).norm() < minimal_side
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|| (m_planes.back().vertices[0] - m_planes.back().vertices[2]).norm() < minimal_side
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|| (m_planes.back().vertices[1] - m_planes.back().vertices[2]).norm() < minimal_side))
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m_planes.pop_back();
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}
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const float minimal_area = 0.01f * (float)min_bb_face_area;
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// Now we'll go through all the polygons, transform the points into xy plane to process them:
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for (unsigned int polygon_id=0; polygon_id < m_planes.size(); ++polygon_id) {
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Pointf3s& polygon = m_planes[polygon_id].vertices;
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@ -1584,40 +1587,43 @@ void GLGizmoFlatten::update_planes()
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m.matrix().block(0, 0, 3, 3) = q.setFromTwoVectors(normal, Vec3d::UnitZ()).toRotationMatrix();
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polygon = transform(polygon, m);
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polygon = Slic3r::Geometry::convex_hull(polygon); // To remove the inner points
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// Now to remove the inner points. We'll misuse Geometry::convex_hull for that, but since
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// it works in fixed point representation, we will rescale the polygon to avoid overflows.
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// And yes, it is a nasty thing to do. Whoever has time is free to refactor.
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Vec3d bb_size = BoundingBoxf3(polygon).size();
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float sf = std::min(1./bb_size(0), 1./bb_size(1));
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Transform3d tr = Geometry::assemble_transform(Vec3d::Zero(), Vec3d::Zero(), Vec3d(sf, sf, 1.f));
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polygon = transform(polygon, tr);
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polygon = Slic3r::Geometry::convex_hull(polygon);
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polygon = transform(polygon, tr.inverse());
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// We will calculate area of the polygons and discard ones that are too small
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// The limit is more forgiving in case the normal is in the direction of the coordinate axes
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float area_threshold = (std::abs(normal(0)) > 0.999f || std::abs(normal(1)) > 0.999f || std::abs(normal(2)) > 0.999f) ? minimal_area : 10.0f * minimal_area;
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// Calculate area of the polygons and discard ones that are too small
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float& area = m_planes[polygon_id].area;
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area = 0.f;
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for (unsigned int i = 0; i < polygon.size(); i++) // Shoelace formula
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area += polygon[i](0)*polygon[i + 1 < polygon.size() ? i + 1 : 0](1) - polygon[i + 1 < polygon.size() ? i + 1 : 0](0)*polygon[i](1);
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area = 0.5f * std::abs(area);
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if (area < area_threshold) {
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m_planes.erase(m_planes.begin()+(polygon_id--));
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continue;
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}
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// We check the inner angles and discard polygons with angles smaller than the following threshold
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const double angle_threshold = ::cos(10.0 * (double)PI / 180.0);
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bool discard = false;
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if (area < minimal_area)
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discard = true;
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else {
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// We also check the inner angles and discard polygons with angles smaller than the following threshold
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const double angle_threshold = ::cos(10.0 * (double)PI / 180.0);
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for (unsigned int i = 0; i < polygon.size(); ++i)
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{
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const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
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const Vec3d& curr = polygon[i];
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const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
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for (unsigned int i = 0; i < polygon.size(); ++i) {
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const Vec3d& prec = polygon[(i == 0) ? polygon.size() - 1 : i - 1];
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const Vec3d& curr = polygon[i];
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const Vec3d& next = polygon[(i == polygon.size() - 1) ? 0 : i + 1];
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if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold)
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{
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discard = true;
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break;
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if ((prec - curr).normalized().dot((next - curr).normalized()) > angle_threshold) {
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discard = true;
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break;
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}
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}
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}
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if (discard)
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{
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if (discard) {
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m_planes.erase(m_planes.begin() + (polygon_id--));
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continue;
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}
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@ -1667,13 +1673,13 @@ void GLGizmoFlatten::update_planes()
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polygon = points_out; // replace the coarse polygon with the smooth one that we just created
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}
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// Transform back to 3D;
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for (auto& b : polygon) {
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b(2) += 0.1f; // raise a bit above the object surface to avoid flickering
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}
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m = m.inverse();
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polygon = transform(polygon, m);
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// Raise a bit above the object surface to avoid flickering:
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for (auto& b : polygon)
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b(2) += 0.1f;
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// Transform back to 3D (and also back to mesh coordinates)
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polygon = transform(polygon, m_model_object->instances.front()->get_matrix().inverse() * m.inverse());
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}
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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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@ -1682,12 +1688,15 @@ void GLGizmoFlatten::update_planes()
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// Planes are finished - let's save what we calculated it from:
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m_volumes_matrices.clear();
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for (const ModelVolume* vol : m_model_object->volumes)
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m_volumes_types.clear();
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for (const ModelVolume* vol : m_model_object->volumes) {
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m_volumes_matrices.push_back(vol->get_matrix());
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m_volumes_types.push_back(vol->type());
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}
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m_first_instance_scale = m_model_object->instances.front()->get_scaling_factor();
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}
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// Check if the bounding boxes of each volume's convex hull is the same as before
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// and that scaling and rotation has not changed. In that case we don't have to recalculate it.
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bool GLGizmoFlatten::is_plane_update_necessary() const
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{
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if (m_state != On || !m_model_object || m_model_object->instances.empty())
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@ -1696,8 +1705,13 @@ bool GLGizmoFlatten::is_plane_update_necessary() const
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if (m_model_object->volumes.size() != m_volumes_matrices.size())
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return true;
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// We want to recalculate when the scale changes - some planes could (dis)appear.
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if (! m_model_object->instances.front()->get_scaling_factor().isApprox(m_first_instance_scale))
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return true;
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for (unsigned int i=0; i < m_model_object->volumes.size(); ++i)
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if (! m_model_object->volumes[i]->get_matrix().isApprox(m_volumes_matrices[i]))
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if (! m_model_object->volumes[i]->get_matrix().isApprox(m_volumes_matrices[i])
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|| m_model_object->volumes[i]->type() != m_volumes_types[i])
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return true;
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return false;
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@ -1723,7 +1737,7 @@ GLGizmoSlaSupports::GLGizmoSlaSupports(GLCanvas3D& parent)
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if (m_quadric != nullptr)
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// using GLU_FILL does not work when the instance's transformation
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// contains mirroring (normals are reverted)
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::gluQuadricDrawStyle(m_quadric, GLU_SILHOUETTE);
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::gluQuadricDrawStyle(m_quadric, GLU_FILL);
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#endif // ENABLE_SLA_SUPPORT_GIZMO_MOD
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}
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@ -1895,8 +1909,8 @@ void GLGizmoSlaSupports::render_grabbers(const GLCanvas3D::Selection& selection,
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::glPushMatrix();
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::glLoadIdentity();
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::glTranslated(grabber_world_position(0), grabber_world_position(1), grabber_world_position(2) + z_shift);
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::gluQuadricDrawStyle(m_quadric, GLU_SILHOUETTE);
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::gluSphere(m_quadric, 0.75, 64, 36);
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const float diameter = 0.8f;
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::gluSphere(m_quadric, diameter/2.f, 64, 36);
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::glPopMatrix();
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}
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@ -1945,7 +1959,7 @@ void GLGizmoSlaSupports::render_grabbers(bool picking) const
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GLUquadricObj *quadric;
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quadric = ::gluNewQuadric();
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::gluQuadricDrawStyle(quadric, GLU_FILL );
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::gluSphere( quadric , 0.75f, 64 , 32 );
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::gluSphere( quadric , 0.4, 64 , 32 );
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::gluDeleteQuadric(quadric);
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::glPopMatrix();
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if (!picking)
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@ -403,6 +403,8 @@ private:
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// This holds information to decide whether recalculation is necessary:
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std::vector<Transform3d> m_volumes_matrices;
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std::vector<ModelVolume::Type> m_volumes_types;
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Vec3d m_first_instance_scale;
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std::vector<PlaneData> m_planes;
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mutable Vec3d m_starting_center;
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