update to fix for #334 addressing internal rotation of tab geometry during slicing
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1 changed files with 7 additions and 7 deletions
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@ -94,13 +94,13 @@ CAM.slice = async function(settings, widget, onupdate, ondone) {
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if (tabs) {
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// make tab polygons
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tabs.forEach(tab => {
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let zero = newPoint(0,0,0);
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let point = newPoint(tab.pos.x, tab.pos.y, tab.pos.z);
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let poly = newPolygon().centerRectangle(zero, tab.dim.x, tab.dim.y);
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// let tslice = newSlice(0);
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let m4 = new THREE.Matrix4().makeRotationFromQuaternion(
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new THREE.Quaternion(tab.rot._x, tab.rot._y, tab.rot._z, tab.rot._w)
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);
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let zero = newPoint(0,0,0),
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point = newPoint(tab.pos.x, tab.pos.y, tab.pos.z),
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poly = newPolygon().centerRectangle(zero, tab.dim.x, tab.dim.y),
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[ rx, ry, rz, rw ] = tab.rot,
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m4 = new THREE.Matrix4().makeRotationFromQuaternion(
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new THREE.Quaternion(rx, ry, rz, rw)
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);
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poly.points = poly.points
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.map(p => new THREE.Vector3(p.x,p.y,p.z).applyMatrix4(m4))
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.map(v => newPoint(v.x, v.y, v.z));
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