[PD] better solution for reversed pad/pocket handling
- let FeatureExtrude set the right direction - use the UI as once intended: custom vector values are always taken as they are, so reversing a custom direction will not lead to a negation of the custom vector in the UI. The logic is: "take the vector as it is, and when Reversed is on, negate it additionally"
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@@ -556,23 +556,16 @@ void TaskPocketParameters::onZDirectionEditChanged(double len)
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updateDirectionEdits();
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}
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void TaskPocketParameters::updateDirectionEdits(bool Reversed)
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void TaskPocketParameters::updateDirectionEdits()
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{
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PartDesign::Pocket* pcPocket = static_cast<PartDesign::Pocket*>(vp->getObject());
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// we don't want to execute the onChanged edits, but just update their contents
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ui->XDirectionEdit->blockSignals(true);
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ui->YDirectionEdit->blockSignals(true);
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ui->ZDirectionEdit->blockSignals(true);
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if (Reversed) {
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ui->XDirectionEdit->setValue(-1 * pcPocket->Direction.getValue().x);
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ui->YDirectionEdit->setValue(-1 * pcPocket->Direction.getValue().y);
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ui->ZDirectionEdit->setValue(-1 * pcPocket->Direction.getValue().z);
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}
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else {
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ui->XDirectionEdit->setValue(pcPocket->Direction.getValue().x);
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ui->YDirectionEdit->setValue(pcPocket->Direction.getValue().y);
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ui->ZDirectionEdit->setValue(pcPocket->Direction.getValue().z);
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}
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ui->XDirectionEdit->setValue(pcPocket->Direction.getValue().x);
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ui->YDirectionEdit->setValue(pcPocket->Direction.getValue().y);
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ui->ZDirectionEdit->setValue(pcPocket->Direction.getValue().z);
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ui->XDirectionEdit->blockSignals(false);
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ui->YDirectionEdit->blockSignals(false);
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ui->ZDirectionEdit->blockSignals(false);
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@@ -592,9 +585,9 @@ void TaskPocketParameters::onReversedChanged(bool on)
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pcPocket->Reversed.setValue(on);
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// midplane is not sensible when reversed
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ui->checkBoxMidplane->setEnabled(!on);
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recomputeFeature();
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// update the direction
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updateDirectionEdits(on);
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recomputeFeature();
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updateDirectionEdits();
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}
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void TaskPocketParameters::onModeChanged(int index)
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