style: Render unattached sketch vertices as filled circles with outline

Co-authored-by: aider (gemini/gemini-2.5-pro) <aider@aider.chat>
This commit is contained in:
2026-02-16 16:51:11 -07:00
parent aaaf9a44ff
commit ec75ab41c5

View File

@@ -761,32 +761,6 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
} }
} }
QVector<GLfloat> circleVertices;
const float radius = 0.005f * -m_camera->zoom();
const int numSegments = 16;
QMatrix4x4 invModelView = m_camera->modelViewMatrix().inverted();
QVector3D rightVec = invModelView.column(0).toVector3D();
QVector3D upVec = invModelView.column(1).toVector3D();
for (const auto& pair : vertexCounts) {
if (pair.second == 1) {
const gp_Pnt& centerPnt = pair.first;
QVector3D center(centerPnt.X(), centerPnt.Y(), centerPnt.Z());
for (int i = 0; i < numSegments; ++i) {
float angle1 = (2.0f * M_PI * float(i)) / float(numSegments);
float angle2 = (2.0f * M_PI * float(i + 1)) / float(numSegments);
QVector3D p1 = center + radius * (cos(angle1) * rightVec + sin(angle1) * upVec);
QVector3D p2 = center + radius * (cos(angle2) * rightVec + sin(angle2) * upVec);
circleVertices << p1.x() << p1.y() << p1.z();
circleVertices << p2.x() << p2.y() << p2.z();
}
}
}
m_shaderProgram->setUniformValue(m_colorLoc, QVector4D(1.0f, 1.0f, 1.0f, 1.0f)); m_shaderProgram->setUniformValue(m_colorLoc, QVector4D(1.0f, 1.0f, 1.0f, 1.0f));
m_vbo.bind(); m_vbo.bind();
@@ -794,9 +768,57 @@ void ViewportWidget::drawSketch(const SketchFeature* sketch)
m_vbo.allocate(lineVertices.constData(), lineVertices.size() * sizeof(GLfloat)); m_vbo.allocate(lineVertices.constData(), lineVertices.size() * sizeof(GLfloat));
glDrawArrays(GL_LINES, 0, lineVertices.size() / 3); glDrawArrays(GL_LINES, 0, lineVertices.size() / 3);
} }
if (!circleVertices.isEmpty()) {
m_vbo.allocate(circleVertices.constData(), circleVertices.size() * sizeof(GLfloat)); QVector<gp_Pnt> unattachedVertices;
glDrawArrays(GL_LINES, 0, circleVertices.size() / 3); for (const auto& pair : vertexCounts) {
if (pair.second == 1) {
unattachedVertices.append(pair.first);
}
}
if (!unattachedVertices.isEmpty()) {
const float radius = 0.005f * -m_camera->zoom();
const int numSegments = 16;
QMatrix4x4 invModelView = m_camera->modelViewMatrix().inverted();
QVector3D rightVec = invModelView.column(0).toVector3D();
QVector3D upVec = invModelView.column(1).toVector3D();
QVector<GLfloat> circleFillVertices;
QVector<GLfloat> circleOutlineVertices;
for (const auto& centerPnt : unattachedVertices) {
QVector3D center(centerPnt.X(), centerPnt.Y(), centerPnt.Z());
circleFillVertices << center.x() << center.y() << center.z(); // Center vertex for fan
QVector3D firstCircumferencePoint;
for (int i = 0; i < numSegments; ++i) {
float angle = (2.0f * M_PI * float(i)) / float(numSegments);
QVector3D p = center + radius * (cos(angle) * rightVec + sin(angle) * upVec);
if (i == 0) {
firstCircumferencePoint = p;
}
circleFillVertices << p.x() << p.y() << p.z();
circleOutlineVertices << p.x() << p.y() << p.z();
}
circleFillVertices << firstCircumferencePoint.x() << firstCircumferencePoint.y() << firstCircumferencePoint.z();
}
// Draw fills
m_shaderProgram->setUniformValue(m_colorLoc, QVector4D(0.2f, 0.3f, 0.3f, 1.0f));
m_vbo.allocate(circleFillVertices.constData(), circleFillVertices.size() * sizeof(GLfloat));
const int vertsPerFan = numSegments + 2;
for (size_t i = 0; i < unattachedVertices.size(); ++i) {
glDrawArrays(GL_TRIANGLE_FAN, i * vertsPerFan, vertsPerFan);
}
// Draw outlines
m_shaderProgram->setUniformValue(m_colorLoc, QVector4D(1.0f, 1.0f, 1.0f, 1.0f));
m_vbo.allocate(circleOutlineVertices.constData(), circleOutlineVertices.size() * sizeof(GLfloat));
const int vertsPerLoop = numSegments;
for (size_t i = 0; i < unattachedVertices.size(); ++i) {
glDrawArrays(GL_LINE_LOOP, i * vertsPerLoop, vertsPerLoop);
}
} }
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);