From 4ec4e16c809cf86a63b736d2b7b6ad7291595a5f Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Wed, 4 Jun 2008 09:59:27 +0000 Subject: Formatting cleanup, minor refactoring, svn properties. --- OpenSim/Region/Physics/Meshing/Extruder.cs | 27 +++++++++++++++++---------- 1 file changed, 17 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region/Physics/Meshing/Extruder.cs') diff --git a/OpenSim/Region/Physics/Meshing/Extruder.cs b/OpenSim/Region/Physics/Meshing/Extruder.cs index 7203aaf..3941107 100644 --- a/OpenSim/Region/Physics/Meshing/Extruder.cs +++ b/OpenSim/Region/Physics/Meshing/Extruder.cs @@ -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 -- cgit v1.1