commit
2cda757ee8
1 changed files with 10 additions and 10 deletions
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@ -113,9 +113,9 @@ namespace MatterHackers.MatterControl.DesignTools
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{
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var maxXLength = aabb.XSize / AngleDegrees;
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// chop any segment that is too short in x
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for (int i = cuvedMesh.MeshEdges.Count - 1; i >= 0; i--)
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for (int i = curvedMesh.MeshEdges.Count - 1; i >= 0; i--)
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{
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var edgeToSplit = cuvedMesh.MeshEdges[i];
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var edgeToSplit = curvedMesh.MeshEdges[i];
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var start = edgeToSplit.VertexOnEnd[0].Position;
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var end = edgeToSplit.VertexOnEnd[1].Position;
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var edgeXLength = Math.Abs(end.X - start.X);
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@ -126,7 +126,7 @@ namespace MatterHackers.MatterControl.DesignTools
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{
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IVertex newVertex;
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MeshEdge newMeshEdge;
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cuvedMesh.SplitMeshEdge(edgeToSplit, out newVertex, out newMeshEdge);
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curvedMesh.SplitMeshEdge(edgeToSplit, out newVertex, out newMeshEdge);
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var otherIndex = newMeshEdge.GetVertexEndIndex(newVertex);
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var ratio = (numberOfDivides - j) / (double)numberOfDivides;
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newVertex.Position = start + (end - start) * ratio;
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@ -139,15 +139,15 @@ namespace MatterHackers.MatterControl.DesignTools
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}*/
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var originalMatrix = object3Ds.Original.WorldMatrix(this);
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var cuvedMesh = object3Ds.Curved.Mesh;
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var curvedMesh = object3Ds.Curved.Mesh;
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var originalMesh = object3Ds.Original.Mesh;
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// make sure we are working with a copy
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if (cuvedMesh == originalMesh)
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if (curvedMesh == originalMesh)
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{
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// Make sure the mesh we are going to copy is in a good state to be copied (so we maintain vertex count)
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originalMesh.CleanAndMergeMesh(CancellationToken.None);
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cuvedMesh = Mesh.Copy(originalMesh, CancellationToken.None);
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object3Ds.Curved.Mesh = cuvedMesh;
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curvedMesh = Mesh.Copy(originalMesh, CancellationToken.None);
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object3Ds.Curved.Mesh = curvedMesh;
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}
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for (int i = 0; i < originalMesh.Vertices.Count; i++)
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@ -169,11 +169,11 @@ namespace MatterHackers.MatterControl.DesignTools
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rotatePosition.Z = worldPosition.Z;
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matrix.Invert();
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var worldWithBend = rotatePosition + new Vector3(aabb.minXYZ.X, radius + aabb.maxXYZ.Y, 0);
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cuvedMesh.Vertices[i].Position = Vector3.Transform(worldWithBend, matrix);
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curvedMesh.Vertices[i].Position = Vector3.Transform(worldWithBend, matrix);
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}
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cuvedMesh.MarkAsChanged();
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cuvedMesh.CalculateNormals();
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curvedMesh.MarkAsChanged();
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curvedMesh.CalculateNormals();
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}
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if (!BendCcw)
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