Y top shear accuracy improvements in circular path prim meshes
parent
146f469524
commit
a5e7807612
|
@ -737,6 +737,7 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
float totalSkew = this.skew * 2.0f * pathLength;
|
||||
float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
|
||||
float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
|
||||
float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
|
||||
|
||||
// It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
|
||||
// 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
|
|||
float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
|
||||
xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
|
||||
|
||||
float yOffset = (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
|
||||
float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
|
||||
|
||||
float zOffset = (float)Math.Sin(angle + this.topShearY * 0.9f) * (0.5f - yPathScale) * radiusScale;
|
||||
float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
|
||||
|
||||
// next apply twist rotation to the profile layer
|
||||
if (twistTotal != 0.0f || twistBegin != 0.0f)
|
||||
|
@ -835,7 +836,8 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
|
||||
// now orient the rotation of the profile layer relative to it's position on the path
|
||||
// adding taperY to the angle used to generate the quat appears to approximate the viewer
|
||||
newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f));
|
||||
//newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY * 0.9f));
|
||||
newLayer.AddRot(new Quaternion(new Vertex(1.0f, 0.0f, 0.0f), angle + this.topShearY));
|
||||
newLayer.AddPos(xOffset, yOffset, zOffset);
|
||||
|
||||
if (angle == startAngle)
|
||||
|
|
Loading…
Reference in New Issue