fix: Ensure angle dimension arrows always point outward
Co-authored-by: aider (gemini/gemini-2.5-pro) <aider@aider.chat>
This commit is contained in:
@@ -410,6 +410,8 @@ void ViewportWidget::paintGL()
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float arcArrowLength = 0.02f * -m_camera->zoom();
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float arcArrowLength = 0.02f * -m_camera->zoom();
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float arcArrowWidth = 0.005f * -m_camera->zoom();
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float arcArrowWidth = 0.005f * -m_camera->zoom();
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double sign = (angleDiff >= 0) ? 1.0 : -1.0;
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// End arrowhead
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// End arrowhead
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QVector3D endPoint(vertices[vertices.size()-3], vertices[vertices.size()-2], vertices[vertices.size()-1]);
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QVector3D endPoint(vertices[vertices.size()-3], vertices[vertices.size()-2], vertices[vertices.size()-1]);
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double endAngle = lineAngle;
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double endAngle = lineAngle;
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@@ -424,7 +426,7 @@ void ViewportWidget::paintGL()
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radialDir_end = QVector3D(0, cos(endAngle), sin(endAngle));
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radialDir_end = QVector3D(0, cos(endAngle), sin(endAngle));
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tangentDir_end = QVector3D(0, -sin(endAngle), cos(endAngle));
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tangentDir_end = QVector3D(0, -sin(endAngle), cos(endAngle));
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}
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}
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QVector3D arc_arrow_base_end = endPoint - arcArrowLength * tangentDir_end;
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QVector3D arc_arrow_base_end = endPoint - sign * arcArrowLength * tangentDir_end;
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QVector3D arc_arrowP1_end = arc_arrow_base_end + arcArrowWidth * radialDir_end;
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QVector3D arc_arrowP1_end = arc_arrow_base_end + arcArrowWidth * radialDir_end;
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QVector3D arc_arrowP2_end = arc_arrow_base_end - arcArrowWidth * radialDir_end;
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QVector3D arc_arrowP2_end = arc_arrow_base_end - arcArrowWidth * radialDir_end;
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arrowVertices << endPoint.x() << endPoint.y() << endPoint.z() << arc_arrowP1_end.x() << arc_arrowP1_end.y() << arc_arrowP1_end.z();
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arrowVertices << endPoint.x() << endPoint.y() << endPoint.z() << arc_arrowP1_end.x() << arc_arrowP1_end.y() << arc_arrowP1_end.z();
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@@ -444,7 +446,7 @@ void ViewportWidget::paintGL()
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radialDir_start = QVector3D(0, cos(startAngle), sin(startAngle));
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radialDir_start = QVector3D(0, cos(startAngle), sin(startAngle));
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tangentDir_start = QVector3D(0, -sin(startAngle), cos(startAngle));
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tangentDir_start = QVector3D(0, -sin(startAngle), cos(startAngle));
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}
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}
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QVector3D arc_arrow_base_start = startPoint + arcArrowLength * tangentDir_start;
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QVector3D arc_arrow_base_start = startPoint + sign * arcArrowLength * tangentDir_start;
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QVector3D arc_arrowP1_start = arc_arrow_base_start + arcArrowWidth * radialDir_start;
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QVector3D arc_arrowP1_start = arc_arrow_base_start + arcArrowWidth * radialDir_start;
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QVector3D arc_arrowP2_start = arc_arrow_base_start - arcArrowWidth * radialDir_start;
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QVector3D arc_arrowP2_start = arc_arrow_base_start - arcArrowWidth * radialDir_start;
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arrowVertices << startPoint.x() << startPoint.y() << startPoint.z() << arc_arrowP1_start.x() << arc_arrowP1_start.y() << arc_arrowP1_start.z();
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arrowVertices << startPoint.x() << startPoint.y() << startPoint.z() << arc_arrowP1_start.x() << arc_arrowP1_start.y() << arc_arrowP1_start.z();
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