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