p1 = numpy.array(gluUnProject(e.GetX(), self.viewport[1] + self.viewport[3] - e.GetY(), 1, self.modelMatrix, self.projMatrix, self.viewport))\r
cursorZ0 = p0 - (p1 - p0) * (p0[2] / (p1[2] - p0[2]))\r
cursorXY = math.sqrt((cursorZ0[0] * cursorZ0[0]) + (cursorZ0[1] * cursorZ0[1]))\r
- if cursorXY >= sizeXY * 0.7 and cursorXY <= sizeXY * 0.7 + 3:\r
+ if cursorXY >= sizeXY * 0.7 and cursorXY <= sizeXY * 0.7 + 3 and False:\r
self.SetCursor(wx.StockCursor(wx.CURSOR_SIZING))\r
else:\r
self.SetCursor(wx.StockCursor(wx.CURSOR_DEFAULT))\r
if e.Dragging() and e.LeftIsDown():\r
if self.dragType == '':\r
#Define the drag type depending on the cursor position.\r
- if cursorXY >= sizeXY * 0.7 and cursorXY <= sizeXY * 0.7 + 3:\r
+ if cursorXY >= sizeXY * 0.7 and cursorXY <= sizeXY * 0.7 + 3 and False:\r
self.dragType = 'modelRotate'\r
self.dragStart = math.atan2(cursorZ0[0], cursorZ0[1])\r
else:\r
glCallList(self.gcodeDisplayList + i)\r
if time.time() - starttime > 0.1:\r
break\r
+\r
glDisable(GL_LIGHTING)\r
glDisable(GL_COLOR_MATERIAL)\r
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [0.2, 0.2, 0.2, 1.0]);\r
glTranslate(self.parent.machineCenter.x, self.parent.machineCenter.y, 0)\r
\r
#Draw the rotate circle\r
- if self.parent.objectsMaxV != None:\r
+ if self.parent.objectsMaxV != None and False:\r
glDisable(GL_LIGHTING)\r
glDisable(GL_CULL_FACE)\r
glEnable(GL_BLEND)\r