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author | Dahlia Trimble | 2008-09-02 01:54:08 +0000 |
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committer | Dahlia Trimble | 2008-09-02 01:54:08 +0000 |
commit | a5e78076122d3828038aad8234887c7a5157ddfa (patch) | |
tree | 2c417b5fac2eac722b63a9b84ef443ea39c3426e | |
parent | Add an explicit cast to bool for the if expression so that any base types (diff) | |
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Y top shear accuracy improvements in circular path prim meshes
-rw-r--r-- | OpenSim/Region/Physics/Meshing/PrimMesher.cs | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/Meshing/PrimMesher.cs b/OpenSim/Region/Physics/Meshing/PrimMesher.cs index d0a09ff..f03aa7c 100644 --- a/OpenSim/Region/Physics/Meshing/PrimMesher.cs +++ b/OpenSim/Region/Physics/Meshing/PrimMesher.cs | |||
@@ -737,6 +737,7 @@ namespace OpenSim.Region.Physics.Meshing | |||
737 | float totalSkew = this.skew * 2.0f * pathLength; | 737 | float totalSkew = this.skew * 2.0f * pathLength; |
738 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; | 738 | float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew; |
739 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); | 739 | float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY)); |
740 | float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f; | ||
740 | 741 | ||
741 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end | 742 | // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end |
742 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used | 743 | // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used |
@@ -825,9 +826,9 @@ namespace OpenSim.Region.Physics.Meshing | |||
825 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); | 826 | float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles); |
826 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; | 827 | xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor; |
827 | 828 | ||
828 | float yOffset = (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; | 829 | float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale; |
829 | 830 | ||
830 | float zOffset = (float)Math.Sin(angle + this.topShearY * 0.9f) * (0.5f - yPathScale) * radiusScale; | 831 | float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale; |
831 | 832 | ||
832 | // next apply twist rotation to the profile layer | 833 | // next apply twist rotation to the profile layer |
833 | if (twistTotal != 0.0f || twistBegin != 0.0f) | 834 | if (twistTotal != 0.0f || twistBegin != 0.0f) |
@@ -835,7 +836,8 @@ namespace OpenSim.Region.Physics.Meshing | |||
835 | 836 | ||
836 | // now orient the rotation of the profile layer relative to it's position on the path | 837 | // now orient the rotation of the profile layer relative to it's position on the path |
837 | // adding taperY to the angle used to generate the quat appears to approximate the viewer | 838 | // adding taperY to the angle used to generate the quat appears to approximate the viewer |
838 | newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f)); | 839 | //newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f)); |
840 | newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY)); | ||
839 | newLayer.AddPos(xOffset, yOffset, zOffset); | 841 | newLayer.AddPos(xOffset, yOffset, zOffset); |
840 | 842 | ||
841 | if (angle == startAngle) | 843 | if (angle == startAngle) |