Formatting cleanup, minor refactoring, svn properties.

This commit is contained in:
Jeff Ames
2008-06-04 09:59:27 +00:00
parent 0a2d399cad
commit 4ec4e16c80
59 changed files with 851 additions and 834 deletions

View File

@@ -89,7 +89,7 @@ namespace OpenSim.Region.Physics.Meshing
v.X *= (size.X * taperTopFactorX);
v.Y *= (size.Y * taperTopFactorY);
v.Z *= size.Z;
//Push the top of the object over by the Top Shear amount
v.X += pushX * size.X;
v.Y += pushY * size.Y;
@@ -165,7 +165,7 @@ namespace OpenSim.Region.Physics.Meshing
for (int i = 0; i < workingMiddle.vertices.Count; i++)
{
int iNext = (i + 1);
int iNext = i + 1;
if (workingMiddle.vertices[i] == null) // Can't make a simplex here
{
@@ -200,7 +200,7 @@ namespace OpenSim.Region.Physics.Meshing
iLastNull = 0;
for (int i = 0; i < workingPlus.vertices.Count; i++)
{
int iNext = (i + 1);
int iNext = i + 1;
if (workingPlus.vertices[i] == null) // Can't make a simplex here
{
@@ -261,7 +261,7 @@ namespace OpenSim.Region.Physics.Meshing
float twistTotal = twistTop - twistBot;
// if the profile has a lot of twist, add more layers otherwise the layers may overlap
// and the resulting mesh may be quite inaccurate. This method is arbitrary and doesnt
// and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
// accurately match the viewer
if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5f) steps *= 2;
if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0f) steps *= 2;
@@ -291,7 +291,6 @@ namespace OpenSim.Region.Physics.Meshing
+ " taperTopFactorX: " + taperTopFactorX.ToString() + " taperTopFactorY: " + taperTopFactorY.ToString());
System.Console.WriteLine("Extruder: PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString());
#endif
bool done = false;
do // loop through the length of the path and add the layers
@@ -319,12 +318,16 @@ namespace OpenSim.Region.Physics.Meshing
// apply the taper to the profile before any rotations
if (xProfileScale != 1.0f || yProfileScale != 1.0f)
{
foreach (Vertex v in newLayer.vertices)
if ( v != null )
{
if (v != null)
{
v.X *= xProfileScale;
v.Y *= yProfileScale;
}
}
}
float radiusScale;
@@ -332,8 +335,8 @@ namespace OpenSim.Region.Physics.Meshing
radiusScale = 1.0f - radius * percentOfPath;
else if (radius < 0.001f)
radiusScale = 1.0f + radius * (1.0f - percentOfPath);
else radiusScale = 1.0f;
else
radiusScale = 1.0f;
#if SPAM
System.Console.WriteLine("Extruder: angle: " + angle.ToString() + " percentOfPath: " + percentOfPath.ToString()
@@ -379,10 +382,12 @@ namespace OpenSim.Region.Physics.Meshing
}
if (angle == startAngle) // the first layer, invert normals
{
foreach (Triangle t in newLayer.triangles)
{
t.invertNormal();
}
}
result.Append(newLayer);
@@ -397,7 +402,9 @@ namespace OpenSim.Region.Physics.Meshing
int iNext = (i + 1);
if (lastLayer.vertices[i] == null) // cant make a simplex here
{
iLastNull = i + 1;
}
else
{
if (i == count - 1) // End of list
@@ -413,17 +420,17 @@ namespace OpenSim.Region.Physics.Meshing
}
lastLayer = newLayer;
// calc the angle for the next interation of the loop
if (angle >= endAngle)
{
done = true;
}
else
{
angle = stepSize * ++step;
if (angle > endAngle)
angle = endAngle;
}
} while (!done); // loop until all the layers in the path are completed
// scale the mesh to the desired size