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FDM supports gizmo: fixed a crash when trying to paint on the clipping plane
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9c365da828
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@ -308,7 +308,7 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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const Transform3d& instance_trafo = mi->get_transformation().get_matrix();
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std::vector<std::vector<std::pair<Vec3f, size_t>>> hit_positions_and_facet_ids;
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bool some_mesh_was_hit = false;
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bool clipped_mesh_was_hit = false;
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Vec3f normal = Vec3f::Zero();
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Vec3f hit = Vec3f::Zero();
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@ -343,7 +343,7 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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{
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// In case this hit is clipped, skip it.
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if (is_mesh_point_clipped(hit.cast<double>())) {
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some_mesh_was_hit = true;
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clipped_mesh_was_hit = true;
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continue;
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}
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@ -357,11 +357,16 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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}
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}
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}
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// We now know where the ray hit, let's save it and cast another ray
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if (closest_hit_mesh_id != size_t(-1)) // only if there is at least one hit
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some_mesh_was_hit = true;
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if (some_mesh_was_hit) {
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if (closest_hit_mesh_id == -1) {
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// In case we have no valid hit, we can return. The event will
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// be stopped in following two cases:
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// 1. clicking the clipping plane
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// 2. dragging while painting (to prevent scene rotations and moving the object)
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return clipped_mesh_was_hit
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|| (action == SLAGizmoEventType::Dragging && m_button_down != Button::None);
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}
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// Now propagate the hits
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mesh_id = -1;
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const TriangleMesh* mesh = nullptr;
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@ -463,9 +468,7 @@ bool GLGizmoFdmSupports::gizmo_event(SLAGizmoEventType action, const Vec2d& mous
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if (m_button_down == Button::None)
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m_button_down = ((action == SLAGizmoEventType::LeftDown) ? Button::Left : Button::Right);
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return true;
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}
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if (action == SLAGizmoEventType::Dragging && m_button_down != Button::None)
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return true;
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}
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