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@@ -2016,7 +2016,7 @@ class DecorationsHandler:
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return # Don't draw decorations in local view
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return # Don't draw decorations in local view
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# disable decorations when not in camera view
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# disable decorations when not in camera view
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if context.region_data.view_perspective != 'CAMERA':
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if context.region_data.view_perspective != "CAMERA":
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return
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return
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if not DrawingsData.is_loaded:
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if not DrawingsData.is_loaded:
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@@ -172,11 +172,11 @@ class Polyline(bonsai.core.tool.Polyline):
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angle = tool.Cad.angle_3_vectors(
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angle = tool.Cad.angle_3_vectors(
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second_to_last_point, last_point, mouse_vector, new_angle=None, degrees=True
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second_to_last_point, last_point, mouse_vector, new_angle=None, degrees=True
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)
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)
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angle_round_threshold = 1000 # Avoids rounding when distance is too big
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angle_round_threshold = 1000 # Avoids rounding when distance is too big
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# Round angle to the nearest 0.05
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# Round angle to the nearest 0.05
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angle = round(angle / 0.05) * 0.05 if distance < angle_round_threshold else angle
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angle = round(angle / 0.05) * 0.05 if distance < angle_round_threshold else angle
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orientation_angle = tool.Cad.angle_3_vectors(
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orientation_angle = tool.Cad.angle_3_vectors(
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world_second_to_last_point, last_point, mouse_vector, new_angle=None, degrees=True
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world_second_to_last_point, last_point, mouse_vector, new_angle=None, degrees=True
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)
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)
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@@ -181,7 +181,9 @@ class Raycast(bonsai.core.tool.Raycast):
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mouse_pos = event.mouse_region_x, event.mouse_region_y
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mouse_pos = event.mouse_region_x, event.mouse_region_y
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view_vector = tool.Cad.region_2d_to_vector_3d_np(region, rv3d, mouse_pos)
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view_vector = tool.Cad.region_2d_to_vector_3d_np(region, rv3d, mouse_pos)
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ray_origin = tool.Cad.region_2d_to_origin_3d_np(region, rv3d, mouse_pos, clamp=10) # TODO clamp is hardcoded but might be necessary to adapt
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ray_origin = tool.Cad.region_2d_to_origin_3d_np(
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region, rv3d, mouse_pos, clamp=10
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) # TODO clamp is hardcoded but might be necessary to adapt
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ray_target = ray_origin + view_vector
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ray_target = ray_origin + view_vector
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ray_direction = ray_target - ray_origin
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ray_direction = ray_target - ray_origin
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