Fix: Instance position not syncs after drop and Object list sink icon/button not appears or non functional (#16501)

* sync instances on drop

* fix sinking object not works while auto drop is off
This commit is contained in:
yw4z authored and GitHub committed 2026-10-20 22:40:49 +03:00
1 parent c081aa97f7
commit 2457173764
3 files changed
+16 -45

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+4 -20
View File
@@ -5632,14 +5632,10 @@ void GLCanvas3D::do_move(const std::string& snapshot_type, bool force_volume_mov
// Fixes sinking/flying instances (snaps object to buildplate)
for (const std::pair<int, int>& i : done) {
ModelObject* mo = m_model->objects[i.first];
if (!mo->auto_drop) {
continue;
}
const double shift_z = mo->get_instance_min_z(i.second);
//BBS: don't call translate if the z is zero
if ((current_printer_technology() == ptSLA || shift_z > SINKING_Z_THRESHOLD) && (shift_z != 0.0f)) {
if (mo->auto_drop && (current_printer_technology() == ptSLA || shift_z > SINKING_Z_THRESHOLD) && (shift_z != 0.0f)) {
const Vec3d shift(0.0, 0.0, -shift_z);
m_selection.translate(i.first, i.second, shift);
mo->translate_instance(i.second, shift);
@@ -5763,14 +5759,10 @@ void GLCanvas3D::do_rotate(const std::string& snapshot_type)
for (const std::pair<int, int> &i : done) {
ModelObject *mo = m_model->objects[i.first];
if (!mo->auto_drop) {
continue;
}
// BBS: don't call translate if the z is zero
const double shift_z = mo->get_instance_min_z(i.second);
// leave sinking instances as sinking
if ((min_zs.find({i.first, i.second})->second >= SINKING_Z_THRESHOLD || shift_z > SINKING_Z_THRESHOLD) && (shift_z != 0.0f)) {
if (mo->auto_drop && (min_zs.find({i.first, i.second})->second >= SINKING_Z_THRESHOLD || shift_z > SINKING_Z_THRESHOLD) && (shift_z != 0.0f)) {
const Vec3d shift(0.0, 0.0, -shift_z);
m_selection.translate(i.first, i.second, shift);
mo->translate_instance(i.second, shift);
@@ -5865,14 +5857,10 @@ void GLCanvas3D::do_scale(const std::string& snapshot_type)
for (const std::pair<int, int>& i : done) {
ModelObject* mo = m_model->objects[i.first];
if (!mo->auto_drop) {
continue;
}
//BBS: don't call translate if the z is zero
double shift_z = mo->get_instance_min_z(i.second);
// leave sinking instances as sinking
if ((min_zs.empty() || min_zs.find({ i.first, i.second })->second >= SINKING_Z_THRESHOLD || shift_z > SINKING_Z_THRESHOLD) && (shift_z != 0.0f)) {
if (mo->auto_drop && (min_zs.empty() || min_zs.find({ i.first, i.second })->second >= SINKING_Z_THRESHOLD || shift_z > SINKING_Z_THRESHOLD) && (shift_z != 0.0f)) {
Vec3d shift(0.0, 0.0, -shift_z);
m_selection.translate(i.first, i.second, shift);
mo->translate_instance(i.second, shift);
@@ -5985,14 +5973,10 @@ void GLCanvas3D::do_mirror(const std::string& snapshot_type)
for (const std::pair<int, int>& i : done) {
ModelObject* mo = m_model->objects[i.first];
if (!mo->auto_drop) {
continue;
}
//BBS: don't call translate if the z is zero
double shift_z = mo->get_instance_min_z(i.second);
// leave sinking instances as sinking
if ((min_zs.empty() || min_zs.find({ i.first, i.second })->second >= SINKING_Z_THRESHOLD || shift_z > SINKING_Z_THRESHOLD)&&(shift_z != 0.0f)) {
if (mo->auto_drop && (min_zs.empty() || min_zs.find({ i.first, i.second })->second >= SINKING_Z_THRESHOLD || shift_z > SINKING_Z_THRESHOLD) && (shift_z != 0.0f)) {
Vec3d shift(0.0, 0.0, -shift_z);
m_selection.translate(i.first, i.second, shift);
mo->translate_instance(i.second, shift);
+6 -2
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@@ -1618,7 +1618,9 @@ void ObjectList::list_manipulation(const wxPoint& mouse_pos, bool evt_context_me
get_selected_item_indexes(obj_idx, vol_idx, item);
if (obj_idx != -1) {
Plater::TakeSnapshot snapshot(plater, _u8L("Shift objects to bed"));
(*m_objects)[obj_idx]->ensure_on_bed();
// Shift on request also when auto drop is off, which ensure_on_bed() skips.
ModelObject* mo = (*m_objects)[obj_idx];
mo->translate_instances(-mo->min_z() * Vec3d::UnitZ());
cnv->reload_scene(true, true);
update_info_items(obj_idx);
notify_instance_updated(obj_idx);
@@ -6734,7 +6736,9 @@ void ObjectList::OnEditingStarted(wxDataViewEvent &event)
Plater::TakeSnapshot snapshot(plater, _u8L("Shift objects to bed"));
int obj_idx, vol_idx;
get_selected_item_indexes(obj_idx, vol_idx, item);
(*m_objects)[obj_idx]->ensure_on_bed();
// Shift on request also when auto drop is off, which ensure_on_bed() skips.
ModelObject* mo = (*m_objects)[obj_idx];
mo->translate_instances(-mo->min_z() * Vec3d::UnitZ());
cnv->reload_scene(true, true);
update_info_items(obj_idx);
notify_instance_updated(obj_idx);
+6 -23
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@@ -579,29 +579,12 @@ void Selection::drop()
wxGetApp().plater()->take_snapshot(L("Move object"));
this->move_to_center(Vec3d(0, 0, -min_z));
for (unsigned int i : m_list) {
GLVolume& volume = *(*m_volumes)[i];
// Skip the wipe tower: its synthetic id (>= 1000) is not an index into m_model->objects.
if (volume.object_idx() >= 1000)
continue;
ModelObject* model_object = m_model->objects[volume.object_idx()];
if (model_object != nullptr) {
if (m_mode == Volume) {
ModelVolume* cur_mv = model_object->volumes[volume.volume_idx()];
cur_mv->set_transformation(volume.get_volume_transformation());
} else if (m_mode == Instance) {
model_object->instances[volume.instance_idx()]->set_transformation(volume.get_instance_transformation());
}
model_object->invalidate_bounding_box();
this->notify_instance_update(volume.object_idx(), volume.instance_idx());
}
}
wxGetApp().plater()->get_view3D_canvas3D()->post_event(SimpleEvent(EVT_GLCANVAS_INSTANCE_MOVED));
// do_move() writes every volume back to the model and refreshes the view.
setup_cache();
TransformationType transformation_type;
transformation_type.set_relative();
translate(Vec3d(0, 0, -min_z), transformation_type);
wxGetApp().plater()->get_view3D_canvas3D()->do_move("");
}
void Selection::center_plate(const int plate_idx) {