Cleanup: Remove unnecessary indentation in cone primitive
The loop is skipped if there are zero iterations anyway.
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@ -413,37 +413,34 @@ static void calculate_cone_faces(const ConeConfig &config,
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}
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/* Quads connect one edge ring to the next one. */
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if (config.tot_quad_rings > 0) {
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for (const int i : IndexRange(config.tot_quad_rings)) {
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const int this_ring_poly_start = rings_poly_start + i * config.circle_segments;
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const int this_ring_loop_start = rings_loop_start + i * config.circle_segments * 4;
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const int this_ring_vert_start = config.first_ring_verts_start +
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(i * config.circle_segments);
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const int next_ring_vert_start = this_ring_vert_start + config.circle_segments;
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for (const int i : IndexRange(config.tot_quad_rings)) {
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const int this_ring_poly_start = rings_poly_start + i * config.circle_segments;
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const int this_ring_loop_start = rings_loop_start + i * config.circle_segments * 4;
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const int this_ring_vert_start = config.first_ring_verts_start + (i * config.circle_segments);
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const int next_ring_vert_start = this_ring_vert_start + config.circle_segments;
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const int this_ring_edges_start = config.first_ring_edges_start +
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(i * 2 * config.circle_segments);
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const int next_ring_edges_start = this_ring_edges_start + (2 * config.circle_segments);
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const int ring_connections_start = this_ring_edges_start + config.circle_segments;
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const int this_ring_edges_start = config.first_ring_edges_start +
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(i * 2 * config.circle_segments);
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const int next_ring_edges_start = this_ring_edges_start + (2 * config.circle_segments);
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const int ring_connections_start = this_ring_edges_start + config.circle_segments;
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for (const int j : IndexRange(config.circle_segments)) {
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const int loop_start = this_ring_loop_start + j * 4;
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MPoly &poly = polys[this_ring_poly_start + j];
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poly.loopstart = loop_start;
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poly.totloop = 4;
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for (const int j : IndexRange(config.circle_segments)) {
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const int loop_start = this_ring_loop_start + j * 4;
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MPoly &poly = polys[this_ring_poly_start + j];
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poly.loopstart = loop_start;
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poly.totloop = 4;
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loops[loop_start + 0].v = this_ring_vert_start + j;
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loops[loop_start + 0].e = ring_connections_start + j;
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loops[loop_start + 0].v = this_ring_vert_start + j;
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loops[loop_start + 0].e = ring_connections_start + j;
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loops[loop_start + 1].v = next_ring_vert_start + j;
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loops[loop_start + 1].e = next_ring_edges_start + j;
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loops[loop_start + 1].v = next_ring_vert_start + j;
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loops[loop_start + 1].e = next_ring_edges_start + j;
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loops[loop_start + 2].v = next_ring_vert_start + ((j + 1) % config.circle_segments);
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loops[loop_start + 2].e = ring_connections_start + ((j + 1) % config.circle_segments);
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loops[loop_start + 2].v = next_ring_vert_start + ((j + 1) % config.circle_segments);
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loops[loop_start + 2].e = ring_connections_start + ((j + 1) % config.circle_segments);
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loops[loop_start + 3].v = this_ring_vert_start + ((j + 1) % config.circle_segments);
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loops[loop_start + 3].e = this_ring_edges_start + j;
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}
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loops[loop_start + 3].v = this_ring_vert_start + ((j + 1) % config.circle_segments);
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loops[loop_start + 3].e = this_ring_edges_start + j;
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}
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}
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