max_warp          165 src/mesh/CylinderMesh.cpp     float max_warp = lower_radius * tan(warp_angle);
max_warp          183 src/mesh/CylinderMesh.cpp                 -0.5 - 2 * (1 + proportion) * max_warp;
max_warp          188 src/mesh/CylinderMesh.cpp                 -0.5 + 2 * proportion * max_warp;
max_warp          193 src/mesh/CylinderMesh.cpp                 -0.5 + 2 * proportion * max_warp;
max_warp          198 src/mesh/CylinderMesh.cpp                 -0.5 + 2 * (1.0 - proportion) * max_warp;