corrected a bug in torus creation
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ec0c145454
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@ -539,14 +539,14 @@ void Torus(MeshType &m, float hRingRadius, float vRingRadius, int hRingDiv=24, i
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float angleStepH = (2.0f*M_PI)/hRingDiv;
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float angleStepH = (2.0f*M_PI)/hRingDiv;
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Allocator<MeshType>::AddVertices(m,(vRingDiv+1)*(hRingDiv+1));
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Allocator<MeshType>::AddVertices(m,(vRingDiv+1)*(hRingDiv+1));
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for(float i=0;i<hRingDiv+1;++i)
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for(int i=0;i<hRingDiv+1;++i)
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{
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{
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Matrix44f RotM; RotM.SetRotateRad(i*angleStepH,Point3f(0,1,0));
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Matrix44f RotM; RotM.SetRotateRad(float(i%hRingDiv)*angleStepH,Point3f(0,1,0));
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for(float j=0;j<vRingDiv+1;++j)
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for(int j=0;j<vRingDiv+1;++j)
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{
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{
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Point3f p;
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Point3f p;
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p[0]= vRingRadius*cos(j*angleStepV) + hRingRadius;
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p[0]= vRingRadius*cos(float(j%vRingDiv)*angleStepV) + hRingRadius;
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p[1]= vRingRadius*sin(j*angleStepV);
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p[1]= vRingRadius*sin(float(j%vRingDiv)*angleStepV);
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p[2] = 0;
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p[2] = 0;
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m.vert[i*(vRingDiv+1)+j].P() = RotM*p;
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m.vert[i*(vRingDiv+1)+j].P() = RotM*p;
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@ -554,6 +554,8 @@ void Torus(MeshType &m, float hRingRadius, float vRingRadius, int hRingDiv=24, i
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}
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}
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FaceGrid(m,vRingDiv+1,hRingDiv+1);
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FaceGrid(m,vRingDiv+1,hRingDiv+1);
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tri::Clean<MeshType>::RemoveDuplicateVertex(m);
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tri::Clean<MeshType>::RemoveDuplicateVertex(m);
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tri::Allocator<MeshType>::CompactVertexVector(m);
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}
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}
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// this function build a mesh starting from a vector of generic coords (objects having a triple of float at their beginning)
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// this function build a mesh starting from a vector of generic coords (objects having a triple of float at their beginning)
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