double angle = v.Angle();
Vector orthogonal = Vector::Normal(position, endpoint);
Vector unit = v.Unit();
+ linePt1 = position, linePt2 = endpoint;
// Horizontally aligned display
#if 1
- Vector pos = position, endp = endpoint, ortho;
- double y1, y2;
+ Vector /*pos = position, endp = endpoint,*/ ortho;
+ double y1;
if ((angle < PI_OVER_2) || (angle > PI3_OVER_2))
{
- y1 = (pos.y > endp.y ? pos.y : endp.y);
- y2 = (pos.y > endp.y ? endp.y : pos.y);
+ y1 = (position.y > endpoint.y ? position.y : endpoint.y);
ortho = Vector(0, 1.0);
angle = 0;
}
else
{
- y1 = (pos.y > endp.y ? endp.y : pos.y);
- y2 = (pos.y > endp.y ? pos.y : endp.y);
+ y1 = (position.y > endpoint.y ? endpoint.y : position.y);
ortho = Vector(0, -1.0);
angle = PI;
}
- pos.y = endp.y = y1;
- unit = Vector(pos, endp).Unit();
- Point p1 = pos + (ortho * 10.0 * size);
- Point p2 = endp + (ortho * 10.0 * size);
- Point p3 = pos + (ortho * 16.0 * size);
- Point p4 = endp + (ortho * 16.0 * size);
+// pos.y = endp.y = y1;
+ linePt1.y = linePt2.y = y1;
+ unit = Vector(linePt1, linePt2).Unit();
+ Point p1 = linePt1 + (ortho * 10.0 * size);
+ Point p2 = linePt2 + (ortho * 10.0 * size);
+ Point p3 = linePt1 + (ortho * 16.0 * size);
+ Point p4 = linePt2 + (ortho * 16.0 * size);
Point p5 = position + (ortho * 4.0 * size);
Point p6 = endpoint + (ortho * 4.0 * size);
#endif
// Calculate whether or not the arrowheads are too crowded to put inside
// the extension lines. 9.0 is the length of the arrowhead.
// double t = Geometry::ParameterOfLineAndPoint(position, endpoint, endpoint - (unit * 9.0 * size));
- double t = Geometry::ParameterOfLineAndPoint(pos, endp, endp - (unit * 9.0 * size));
+// double t = Geometry::ParameterOfLineAndPoint(pos, endp, endp - (unit * 9.0 * size));
+ double t = Geometry::ParameterOfLineAndPoint(linePt1, linePt2, linePt2 - (unit * 9.0 * size));
//printf("Dimension::Draw(): t = %lf\n", t);
// On the screen, it's acting like this is actually 58%...
{
Vector orthogonal = Vector::Normal(position, endpoint);
// Get our line parallel to our points
+#if 0
Point p1 = position + (orthogonal * 10.0 * size);
Point p2 = endpoint + (orthogonal * 10.0 * size);
+#else
+ Point p1 = linePt1 + (orthogonal * 10.0 * size);
+ Point p2 = linePt2 + (orthogonal * 10.0 * size);
+#endif
Point p3(p1, point);
hitPoint1 = hitPoint2 = hitLine = hitFlipSwitch = false;