From d0e91b5164afdb5b13e8b837aea6dfc884596546 Mon Sep 17 00:00:00 2001 From: "zhou.xu" Date: Fri, 25 Oct 2024 12:05:07 +0800 Subject: [PATCH] FIX:not limit bounding box in assembly view jira: none Change-Id: I9b6113c815563cb2ded2c19b62286cdf6b509913 --- src/slic3r/GUI/GLCanvas3D.cpp | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) diff --git a/src/slic3r/GUI/GLCanvas3D.cpp b/src/slic3r/GUI/GLCanvas3D.cpp index b15b685ff..78dd29ee1 100644 --- a/src/slic3r/GUI/GLCanvas3D.cpp +++ b/src/slic3r/GUI/GLCanvas3D.cpp @@ -1577,15 +1577,18 @@ BoundingBoxf3 GLCanvas3D::volumes_bounding_box() const { BoundingBoxf3 bb; BoundingBoxf3 expand_part_plate_list_box; - auto plate_list_box = wxGetApp().plater()->get_partplate_list().get_bounding_box(); - auto horizontal_radius = 0.5 * sqrt(std::pow(plate_list_box.min[0] - plate_list_box.max[0], 2) + std::pow(plate_list_box.min[1] - plate_list_box.max[1], 2)); - const float scale = 2; - expand_part_plate_list_box.merge(plate_list_box.min - scale * Vec3d(horizontal_radius, horizontal_radius, 0)); - expand_part_plate_list_box.merge(plate_list_box.max + scale * Vec3d(horizontal_radius, horizontal_radius, 0)); + bool is_limit = m_canvas_type != ECanvasType::CanvasAssembleView; + if (is_limit) { + auto plate_list_box = wxGetApp().plater()->get_partplate_list().get_bounding_box(); + auto horizontal_radius = 0.5 * sqrt(std::pow(plate_list_box.min[0] - plate_list_box.max[0], 2) + std::pow(plate_list_box.min[1] - plate_list_box.max[1], 2)); + const float scale = 2; + expand_part_plate_list_box.merge(plate_list_box.min - scale * Vec3d(horizontal_radius, horizontal_radius, 0)); + expand_part_plate_list_box.merge(plate_list_box.max + scale * Vec3d(horizontal_radius, horizontal_radius, 0)); + } for (const GLVolume *volume : m_volumes.volumes) { if (!m_apply_zoom_to_volumes_filter || ((volume != nullptr) && volume->zoom_to_volumes)) { const auto v_bb = volume->transformed_bounding_box(); - if (!expand_part_plate_list_box.overlap(v_bb)) + if (is_limit && !expand_part_plate_list_box.overlap(v_bb)) continue; bb.merge(v_bb); }