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WIP: FDM supports gizmo now works with multiple part objects into some extent
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@@ -19,20 +19,20 @@ class GLGizmoFdmSupports : public GLGizmoBase
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private:
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ModelObject* m_model_object = nullptr;
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ObjectID m_model_object_id = 0;
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std::vector<ObjectID> m_volumes_ids;
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int m_active_instance = -1;
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float m_active_instance_bb_radius; // to cache the bb
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bool unproject_on_mesh(const Vec2d& mouse_pos, size_t& facet_idx, Vec3f* position = nullptr);
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bool unproject_on_mesh(size_t mesh_id, const Vec2d& mouse_pos, size_t& facet_idx, Vec3f* position = nullptr);
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GLUquadricObj* m_quadric;
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std::unique_ptr<MeshRaycaster> m_mesh_raycaster;
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const TriangleMesh* m_mesh;
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const indexed_triangle_set* m_its;
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std::vector<std::unique_ptr<MeshRaycaster>> m_meshes_raycaster;
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std::vector<const TriangleMesh*> m_meshes;
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mutable std::vector<Vec2f> m_triangles;
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float m_cursor_radius = 2.f;
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std::vector<bool> m_selected_facets;
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std::vector<std::vector<bool>> m_selected_facets;
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public:
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GLGizmoFdmSupports(GLCanvas3D& parent, const std::string& icon_filename, unsigned int sprite_id);
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@@ -64,12 +64,10 @@ private:
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bool m_wait_for_up_event = false;
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EState m_old_state = Off; // to be able to see that the gizmo has just been closed (see on_set_state)
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mutable std::unique_ptr<MeshClipper> m_object_clipper;
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mutable std::vector<std::unique_ptr<MeshClipper>> m_meshes_clipper;
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std::vector<NeighborData> m_neighbors; // pairs of vertex_index - facet_index
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std::vector<std::vector<NeighborData>> m_neighbors; // pairs of vertex_index - facet_index for each mesh
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bool is_point_clipped(const Vec3d& point) const;
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void update_clipping_plane(bool keep_normal = false) const;
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protected:
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