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FIX: avoid wipe tower conflict with objects
Change-Id: I09f6937a4bb698e4981c094c5694b3ce50efd2b4 (cherry picked from commit 2fc3f05732b8e5c7132b6c8a5f4403d30c516bff)
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@@ -311,9 +311,12 @@ void ArrangeJob::prepare_wipe_tower()
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const GLCanvas3D* canvas3D=static_cast<const GLCanvas3D *>(m_plater->canvas3D());
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for (int bedid = 0; bedid < MAX_NUM_PLATES; bedid++) {
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if (!plates_have_wipe_tower[bedid]) {
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wipe_tower_ap.translation = {0, 0};
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wipe_tower_ap.poly.contour.points = canvas3D->estimate_wipe_tower_points(bedid);
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wipe_tower_ap.bed_idx = bedid;
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wipe_tower_ap.translation = {0, 0};
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bool global = true;
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int state = m_plater->get_prepare_state();
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if (state == Job::JobPrepareState::PREPARE_STATE_MENU) { global = false; }
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wipe_tower_ap.poly.contour.points = canvas3D->estimate_wipe_tower_points(bedid, global);
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wipe_tower_ap.bed_idx = bedid;
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m_unselected.emplace_back(wipe_tower_ap);
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}
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}
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