Took out all the strange logic around moving the world position rather than having a center of rotation
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25abae93ca
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8 changed files with 46 additions and 87 deletions
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@ -359,7 +359,7 @@ namespace MatterHackers.Plugins.EditorTools
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for (int i = 0; i < rotations; i++)
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{
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Vector3 cornerPosition = GetEdgePosition(selectedItem, MathHelper.Tau * i / rotations, placement);
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Vector3 cornerScreenSpace = Object3DControlContext.World.GetScreenSpace(cornerPosition);
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Vector3 cornerScreenSpace = Object3DControlContext.World.WorldToScreenSpace(cornerPosition);
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if (cornerScreenSpace.Z < bestCornerZ)
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{
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bestCornerZ = cornerScreenSpace.Z;
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@ -380,7 +380,7 @@ namespace MatterHackers.Plugins.EditorTools
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for (int i = 0; i < 4; i++)
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{
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Vector3 cornerPosition = ObjectSpace.GetEdgePosition(selectedItem, i, placement);
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Vector3 cornerScreenSpace = Object3DControlContext.World.GetScreenSpace(cornerPosition);
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Vector3 cornerScreenSpace = Object3DControlContext.World.WorldToScreenSpace(cornerPosition);
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if (cornerScreenSpace.Z < bestCornerZ)
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{
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bestCornerZ = cornerScreenSpace.Z;
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@ -465,7 +465,7 @@ namespace MatterHackers.Plugins.EditorTools
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for (int i = 0; i < 4; i++)
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{
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corner[i] = ObjectSpace.GetCornerPosition(selectedItem, i);
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screen[i] = Object3DControlContext.World.GetScreenSpace(corner[i]);
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screen[i] = Object3DControlContext.World.WorldToScreenSpace(corner[i]);
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}
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var start = corner[0];
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