fix: Correct sketch face rendering, orientation, and complex wire generation

Co-authored-by: aider (gemini/gemini-2.5-pro) <aider@aider.chat>
This commit is contained in:
2026-02-18 11:42:24 -07:00
parent ce6975cc44
commit 0798cd2a6c
2 changed files with 24 additions and 17 deletions

View File

@@ -544,11 +544,11 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
switch (sketch->plane()) {
case SketchFeature::SketchPlane::XY:
u_axis = QVector3D(1, 0, 0);
v_axis = QVector3D(0, 0, 1);
v_axis = QVector3D(0, 1, 0);
break;
case SketchFeature::SketchPlane::XZ:
u_axis = QVector3D(1, 0, 0);
v_axis = QVector3D(0, 1, 0);
v_axis = QVector3D(0, 0, 1);
break;
case SketchFeature::SketchPlane::YZ:
u_axis = QVector3D(0, 1, 0);
@@ -574,10 +574,10 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
gp_Pnt p2, p4;
if (sketch->plane() == SketchFeature::SketchPlane::XY) {
p2.SetCoord(p3.X(), p1.Y(), p1.Z());
p4.SetCoord(p1.X(), p1.Y(), p3.Z());
p4.SetCoord(p1.X(), p3.Y(), p1.Z());
} else if (sketch->plane() == SketchFeature::SketchPlane::XZ) {
p2.SetCoord(p3.X(), p1.Y(), p1.Z());
p4.SetCoord(p1.X(), p3.Y(), p1.Z());
p4.SetCoord(p1.X(), p1.Y(), p3.Z());
} else if (sketch->plane() == SketchFeature::SketchPlane::YZ) {
p2.SetCoord(p1.X(), p3.Y(), p1.Z());
p4.SetCoord(p1.X(), p1.Y(), p3.Z());
@@ -664,6 +664,7 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
// Draw faces
if (!sketch->shape().IsNull()) {
glDisable(GL_CULL_FACE);
BRepMesh_IncrementalMesh(sketch->shape(), 0.1, Standard_False, 0.5, Standard_True); // Linear deflection, compute normals
QVector<GLfloat> faceData;
@@ -731,6 +732,7 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
glDrawArrays(GL_TRIANGLES, 0, faceData.size() / 6);
m_shaderProgram->bind(); // rebind simple shader for subsequent draws
}
glEnable(GL_CULL_FACE);
}
glEnable(GL_DEPTH_TEST);
@@ -787,6 +789,9 @@ void ViewportWidget::drawSelectionPlanes()
glDisable(GL_DEPTH_TEST);
m_vbo.bind();
m_shaderProgram->enableAttributeArray(0);
m_shaderProgram->setAttributeBuffer(0, GL_FLOAT, 0, 3, 0);
m_shaderProgram->disableAttributeArray(1);
QVector<GLfloat> vertices;
auto drawPlane = [&](const QVector<GLfloat>& quadVerts, bool highlighted) {