Fix a floating point comparison that was causing some misshaped triangles on some prim faces
parent
ae30d74b79
commit
c66cfb51f7
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@ -651,7 +651,8 @@ namespace PrimMesher
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this.numOuterVerts = angles.angles.Count;
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// flag to create as few triangles as possible for 3 or 4 side profile
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bool simpleFace = (sides < 5 && !(hasHollow || hasProfileCut));
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//bool simpleFace = (sides < 5 && !(hasHollow || hasProfileCut));
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bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
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if (hasHollow)
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{
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@ -717,7 +718,6 @@ namespace PrimMesher
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this.coords.Add(newVert);
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if (this.calcVertexNormals)
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{
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if (sides < 5)
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{
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this.vertexNormals.Add(angles.normals[i]);
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@ -731,7 +731,7 @@ namespace PrimMesher
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}
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}
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if (hollow > 0.0f)
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if (hasHollow)
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{
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if (hollowSides == sides)
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{
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@ -807,7 +807,7 @@ namespace PrimMesher
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for (int i = 0; i < numHollowVerts; i++) // i is the index for inner vertices
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{
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if (j < maxJ)
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if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle <= hollowAngles.angles[i].angle - angles.angles[j].angle)
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if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
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{
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newFace.v1 = numTotalVerts - i - 1;
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newFace.v2 = j;
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@ -832,7 +832,7 @@ namespace PrimMesher
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for (int i = 0; i < numOuterVerts; i++)
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{
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if (j < maxJ)
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if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle <= angles.angles[i].angle - hollowAngles.angles[j].angle)
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if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
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{
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newFace.v1 = i;
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newFace.v2 = numTotalVerts - j - 2;
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@ -853,6 +853,7 @@ namespace PrimMesher
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}
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this.coords.AddRange(hollowCoords);
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if (this.calcVertexNormals)
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{
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this.vertexNormals.AddRange(hollowNormals);
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@ -1327,6 +1328,8 @@ namespace PrimMesher
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profile.MakeFaceUVs();
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}
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if (this.sides == 4 && this.hollowSides == 3)
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profile.DumpRaw("d:\\", "primProfile", "");
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Coord lastCutNormal1 = new Coord();
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Coord lastCutNormal2 = new Coord();
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@ -1367,8 +1370,12 @@ namespace PrimMesher
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{
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Coord faceNormal = newLayer.faceNormal;
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ViewerFace newViewerFace = new ViewerFace(0);
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foreach (Face face in newLayer.faces)
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int numFaces = newLayer.faces.Count;
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List<Face> faces = newLayer.faces;
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for (int i = 0; i < numFaces; i++)
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{
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Face face = faces[i];
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newViewerFace.v1 = newLayer.coords[face.v1];
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newViewerFace.v2 = newLayer.coords[face.v2];
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newViewerFace.v3 = newLayer.coords[face.v3];
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@ -1558,8 +1565,12 @@ namespace PrimMesher
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Coord faceNormal = newLayer.faceNormal;
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ViewerFace newViewerFace = new ViewerFace();
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newViewerFace.primFaceNumber = newLayer.bottomFaceNumber;
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foreach (Face face in newLayer.faces)
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int numFaces = newLayer.faces.Count;
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List<Face> faces = newLayer.faces;
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for (int i = 0; i < numFaces; i++)
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{
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Face face = faces[i];
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newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
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newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
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newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
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