FIX: remember the status of uniform scale
Change-Id: I60f36d6ac6e9be1be4b3e45bd3e7868dcd062e5d (cherry picked from commit b1cde25a722a62720f7a877c985246078320149c)
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@ -89,13 +89,6 @@ void GizmoObjectManipulation::update_settings_value(const Selection& selection)
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const GLVolume* volume = selection.get_volume(*selection.get_volume_idxs().begin());
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const GLVolume* volume = selection.get_volume(*selection.get_volume_idxs().begin());
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m_new_position = volume->get_instance_offset();
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m_new_position = volume->get_instance_offset();
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// Verify whether the instance rotation is multiples of 90 degrees, so that the scaling in world coordinates is possible.
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if (m_world_coordinates && ! m_uniform_scale &&
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! Geometry::is_rotation_ninety_degrees(volume->get_instance_rotation())) {
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// Manipulating an instance in the world coordinate system, rotation is not multiples of ninety degrees, therefore enforce uniform scaling.
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m_uniform_scale = true;
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}
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if (m_world_coordinates) {
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if (m_world_coordinates) {
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m_new_rotate_label_string = L("Rotate");
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m_new_rotate_label_string = L("Rotate");
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m_new_rotation = volume->get_instance_rotation() * (180. / M_PI);
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m_new_rotation = volume->get_instance_rotation() * (180. / M_PI);
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