33 for (Vertex const& vrt : points3d) |
33 for (Vertex const& vrt : points3d) |
34 points << renderer()->convert3dTo2d (vrt); |
34 points << renderer()->convert3dTo2d (vrt); |
35 |
35 |
36 painter.setPen (renderer()->textPen()); |
36 painter.setPen (renderer()->textPen()); |
37 |
37 |
38 if (length(points) == length(points3d)) |
38 if (countof(points) == countof(points3d)) |
39 { |
39 { |
40 for (int i = 0; i < length(points) - 1; ++i) |
40 for (int i = 0; i < countof(points) - 1; ++i) |
41 { |
41 { |
42 painter.drawLine (QLineF (points[i], points[i + 1])); |
42 painter.drawLine (QLineF (points[i], points[i + 1])); |
43 drawLineLength (painter, points3d[i], points3d[i + 1], points[i], points[i + 1]); |
43 drawLineLength (painter, points3d[i], points3d[i + 1], points[i], points[i + 1]); |
44 } |
44 } |
45 |
45 |
46 for (int i = 0; i < length(points); ++i) |
46 for (int i = 0; i < countof(points); ++i) |
47 { |
47 { |
48 const QPointF& point = points[i]; |
48 const QPointF& point = points[i]; |
49 renderer()->drawPoint (painter, point); |
49 renderer()->drawPoint (painter, point); |
50 renderer()->drawBlipCoordinates (painter, points3d[i], point); |
50 renderer()->drawBlipCoordinates (painter, points3d[i], point); |
51 } |
51 } |
80 |
80 |
81 void LinePathMode::endDraw() |
81 void LinePathMode::endDraw() |
82 { |
82 { |
83 LDObjectList objs; |
83 LDObjectList objs; |
84 |
84 |
85 for (int i = 0; i < length(m_drawedVerts) - 1; ++i) |
85 for (int i = 0; i < countof(m_drawedVerts) - 1; ++i) |
86 { |
86 { |
87 LDLine* line = LDSpawn<LDLine>(); |
87 LDLine* line = LDSpawn<LDLine>(); |
88 line->setVertex (0, m_drawedVerts[i]); |
88 line->setVertex (0, m_drawedVerts[i]); |
89 line->setVertex (1, m_drawedVerts[i + 1]); |
89 line->setVertex (1, m_drawedVerts[i + 1]); |
90 objs << line; |
90 objs << line; |