Basic helical plunge and linear-ramp plunging
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@@ -288,12 +288,14 @@ void ViewProviderPath::updateData(const App::Property* prop)
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if (angle == 0)
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angle = M_PI * 2;
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int segments = 3/(deviation/angle); //we use a rather simple rule here, provisorily
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double dZ = (next.z - last.z)/segments; //How far each sigment will helix in Z
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for (int j = 1; j < segments; j++) {
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//std::cout << "vector " << j << std::endl;
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Base::Vector3d inter;
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Base::Rotation rot(norm,(angle/segments)*j);
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//std::cout << "angle " << (angle/segments)*j << std::endl;
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rot.multVec((last - center),inter);
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inter.z = dZ * j; //Enable displaying helices
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//std::cout << "result " << inter.x << " , " << inter.y << " , " << inter.z << std::endl;
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points.push_back( center + inter);
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colorindex.push_back(1);
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