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Tech ENABLE_SINKING_CONTOURS -> Sinking contours updated during render pass and shown also while dragging an object
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@@ -2054,12 +2054,6 @@ void GLCanvas3D::reload_scene(bool refresh_immediately, bool force_full_scene_re
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m_gizmos.update_data();
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m_gizmos.refresh_on_off_state();
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#if ENABLE_SINKING_CONTOURS
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for (GLVolume* v : m_volumes.volumes) {
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v->update_sinking_contours();
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}
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#endif // ENABLE_SINKING_CONTOURS
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// Update the toolbar
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if (update_object_list)
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post_event(SimpleEvent(EVT_GLCANVAS_OBJECT_SELECT));
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@@ -2968,6 +2962,14 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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for (GLVolume* volume : m_volumes.volumes) {
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volume->force_sinking_contours = false;
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}
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auto show_sinking_contours = [this]() {
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const Selection::IndicesList& idxs = m_selection.get_volume_idxs();
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for (unsigned int idx : idxs) {
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m_volumes.volumes[idx]->force_sinking_contours = true;
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}
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m_dirty = true;
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};
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#endif // ENABLE_SINKING_CONTOURS
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if (m_gizmos.on_mouse(evt)) {
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@@ -3002,11 +3004,7 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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case GLGizmosManager::EType::Scale:
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case GLGizmosManager::EType::Rotate:
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{
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const Selection::IndicesList& idxs = m_selection.get_volume_idxs();
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for (unsigned int idx : idxs) {
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m_volumes.volumes[idx]->force_sinking_contours = true;
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}
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m_dirty = true;
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show_sinking_contours();
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break;
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}
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default: { break; }
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@@ -3137,6 +3135,9 @@ void GLCanvas3D::on_mouse(wxMouseEvent& evt)
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m_selection.start_dragging();
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m_mouse.drag.start_position_3D = m_mouse.scene_position;
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m_sequential_print_clearance_first_displacement = true;
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#if ENABLE_SINKING_CONTOURS
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show_sinking_contours();
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#endif // ENABLE_SINKING_CONTOURS
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m_moving = true;
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}
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}
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