Took out all the strange logic around moving the world position rather than having a center of rotation

This commit is contained in:
Lars Brubaker 2021-05-21 12:48:03 -07:00
parent 25abae93ca
commit 6220b149d4
8 changed files with 46 additions and 87 deletions

View file

@ -359,7 +359,7 @@ namespace MatterHackers.Plugins.EditorTools
for (int i = 0; i < rotations; i++)
{
Vector3 cornerPosition = GetEdgePosition(selectedItem, MathHelper.Tau * i / rotations, placement);
Vector3 cornerScreenSpace = Object3DControlContext.World.GetScreenSpace(cornerPosition);
Vector3 cornerScreenSpace = Object3DControlContext.World.WorldToScreenSpace(cornerPosition);
if (cornerScreenSpace.Z < bestCornerZ)
{
bestCornerZ = cornerScreenSpace.Z;
@ -380,7 +380,7 @@ namespace MatterHackers.Plugins.EditorTools
for (int i = 0; i < 4; i++)
{
Vector3 cornerPosition = ObjectSpace.GetEdgePosition(selectedItem, i, placement);
Vector3 cornerScreenSpace = Object3DControlContext.World.GetScreenSpace(cornerPosition);
Vector3 cornerScreenSpace = Object3DControlContext.World.WorldToScreenSpace(cornerPosition);
if (cornerScreenSpace.Z < bestCornerZ)
{
bestCornerZ = cornerScreenSpace.Z;
@ -465,7 +465,7 @@ namespace MatterHackers.Plugins.EditorTools
for (int i = 0; i < 4; i++)
{
corner[i] = ObjectSpace.GetCornerPosition(selectedItem, i);
screen[i] = Object3DControlContext.World.GetScreenSpace(corner[i]);
screen[i] = Object3DControlContext.World.WorldToScreenSpace(corner[i]);
}
var start = corner[0];