diff --git a/src/bonsai/bonsai/bim/module/drawing/decoration.py b/src/bonsai/bonsai/bim/module/drawing/decoration.py index 62430efa17..3860dcb58c 100644 --- a/src/bonsai/bonsai/bim/module/drawing/decoration.py +++ b/src/bonsai/bonsai/bim/module/drawing/decoration.py @@ -2016,7 +2016,7 @@ class DecorationsHandler: return # Don't draw decorations in local view # disable decorations when not in camera view - if context.region_data.view_perspective != 'CAMERA': + if context.region_data.view_perspective != "CAMERA": return if not DrawingsData.is_loaded: diff --git a/src/bonsai/bonsai/tool/polyline.py b/src/bonsai/bonsai/tool/polyline.py index 04806660a1..e8bacd1b4c 100644 --- a/src/bonsai/bonsai/tool/polyline.py +++ b/src/bonsai/bonsai/tool/polyline.py @@ -172,11 +172,11 @@ class Polyline(bonsai.core.tool.Polyline): angle = tool.Cad.angle_3_vectors( second_to_last_point, last_point, mouse_vector, new_angle=None, degrees=True ) - angle_round_threshold = 1000 # Avoids rounding when distance is too big + angle_round_threshold = 1000 # Avoids rounding when distance is too big # Round angle to the nearest 0.05 angle = round(angle / 0.05) * 0.05 if distance < angle_round_threshold else angle - + orientation_angle = tool.Cad.angle_3_vectors( world_second_to_last_point, last_point, mouse_vector, new_angle=None, degrees=True ) diff --git a/src/bonsai/bonsai/tool/raycast.py b/src/bonsai/bonsai/tool/raycast.py index b7939d608b..90bec96644 100644 --- a/src/bonsai/bonsai/tool/raycast.py +++ b/src/bonsai/bonsai/tool/raycast.py @@ -181,7 +181,9 @@ class Raycast(bonsai.core.tool.Raycast): mouse_pos = event.mouse_region_x, event.mouse_region_y view_vector = tool.Cad.region_2d_to_vector_3d_np(region, rv3d, mouse_pos) - 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 + 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 ray_target = ray_origin + view_vector ray_direction = ray_target - ray_origin