theVec.Normalized();
theVecI = theVec.Reversed()*myTextPosH/theDist;
- theVecJ = theVec.Reversed().Rotated(PI/2)*myTextPosV/theDist;
+ theVecJ = theVec.Reversed().Rotated(M_PI/2)*myTextPosV/theDist;
theVec.Rotate(-myTextAngle);
gp_Pnt2d pntText;
- if ( theTxtAngle >= 0 && theTxtAngle <= PI/2 )
+ if ( theTxtAngle >= 0 && theTxtAngle <= M_PI/2 )
pntText = thePnt2.Translated(theVec/theDist);
- else if ( theTxtAngle > PI/2 && theTxtAngle <= PI ) {
+ else if ( theTxtAngle > M_PI/2 && theTxtAngle <= M_PI ) {
pntText = thePnt1.Translated(theVec.Reversed()/theDist) ;
theTxtAngle = VX.Angle( theVec.Reversed() );
- } else if ( theTxtAngle >= -PI/2 && theTxtAngle < 0 )
+ } else if ( theTxtAngle >= -M_PI/2 && theTxtAngle < 0 )
pntText = thePnt2.Translated(theVec/theDist);
- else if ( theTxtAngle >= -PI && theTxtAngle < -PI/2 ) {
+ else if ( theTxtAngle >= -M_PI && theTxtAngle < -M_PI/2 ) {
pntText = thePnt1.Translated(theVec.Reversed()/theDist);
theTxtAngle = VX.Angle( theVec.Reversed() );
}