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Merge branch 'master' of https://github.com/Prusa3d/Slic3r
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commit
7730f273fb
@ -1585,15 +1585,17 @@ void GLGizmoFlatten::update_planes()
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m_planes.pop_back();
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}
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// Let's prepare transformation of the normal vector from mesh to instance coordinates.
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Geometry::Transformation t(inst_matrix);
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Vec3d scaling = t.get_scaling_factor();
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t.set_scaling_factor(Vec3d(1./scaling(0), 1./scaling(1), 1./scaling(2)));
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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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const Vec3d& normal = m_planes[polygon_id].normal;
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// let's transform the normal accodring to the instance matrix:
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Geometry::Transformation t(inst_matrix);
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Vec3d scaling = t.get_scaling_factor();
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t.set_scaling_factor(Vec3d(1./(scaling(0)*scaling(0)), 1./(scaling(0)*scaling(0)), 1./(scaling(0)*scaling(0))));
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// transform the normal according to the instance matrix:
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Vec3d normal_transformed = t.get_matrix() * normal;
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// We are going to rotate about z and y to flatten the plane
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@ -194,6 +194,8 @@ bool GUI_App::OnInit()
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preset_updater->slic3r_update_notify();
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}
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preset_updater->sync(preset_bundle);
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load_current_presets();
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});
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@ -155,7 +155,6 @@ void MainFrame::create_preset_tabs()
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add_created_tab(new TabSLAPrint(m_tabpanel));
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add_created_tab(new TabSLAMaterial(m_tabpanel));
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add_created_tab(new TabPrinter(m_tabpanel));
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GUI::wxGetApp().load_current_presets();
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}
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void MainFrame::add_created_tab(Tab* panel)
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