Change how Disc Arc start and end points function
The way that Disc arc start and end points function is a bit confusing to me. It seems that the values are interchangeable and will result in the same arc. This is not the behavior I would expect (and it is different than another vector shape plugin I have used). I would expect that reversing the values of AngleStart and AngleEnd would create the "inverse" arc. For example, I would like for the reversed values to result in these two arcs:
This is not the case however.
My game relies on these arcs representing a direction of rotation around a point. And it is very difficult to account for this representation in the code with the way it is currently generating the arc. It would be much easier if I could represent a clockwise or counter-clockwise rotation simply by reversing the start and end values.
If there is some better way to calculate this for myself then that would also be appreciated.
Thanks.
I was finally able to account for this using math prior to assigning the values, but it still seems like something that would be valuable to add as a feature.