Merge pull request #49194 from madmiraal/fix-43544
Fix UV mapping on CSGSphere
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3c7f09bfeb
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@ -923,45 +923,43 @@ CSGBrush *CSGSphere3D::_build_brush() {
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Ref<Material> *materialsw = materials.ptrw();
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Ref<Material> *materialsw = materials.ptrw();
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bool *invertw = invert.ptrw();
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bool *invertw = invert.ptrw();
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const double lat_step = 1.0 / rings;
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const double lon_step = 1.0 / radial_segments;
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int face = 0;
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int face = 0;
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const double lat_step = Math_TAU / rings;
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const double lon_step = Math_TAU / radial_segments;
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for (int i = 1; i <= rings; i++) {
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for (int i = 1; i <= rings; i++) {
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double lat0 = lat_step * (i - 1) - Math_TAU / 4;
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double lat0 = Math_PI * (0.5 - (i - 1) * lat_step);
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double z0 = Math::sin(lat0);
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double c0 = Math::cos(lat0);
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double zr0 = Math::cos(lat0);
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double s0 = Math::sin(lat0);
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double u0 = double(i - 1) / rings;
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double v0 = double(i - 1) / rings;
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double lat1 = lat_step * i - Math_TAU / 4;
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double lat1 = Math_PI * (0.5 - i * lat_step);
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double z1 = Math::sin(lat1);
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double c1 = Math::cos(lat1);
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double zr1 = Math::cos(lat1);
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double s1 = Math::sin(lat1);
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double u1 = double(i) / rings;
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double v1 = double(i) / rings;
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for (int j = radial_segments; j >= 1; j--) {
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for (int j = 1; j <= radial_segments; j++) {
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double lng0 = lon_step * (j - 1);
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double lng0 = Math_TAU * (0.5 - (j - 1) * lon_step);
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double x0 = Math::cos(lng0);
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double x0 = Math::cos(lng0);
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double y0 = Math::sin(lng0);
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double y0 = Math::sin(lng0);
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double v0 = double(i - 1) / radial_segments;
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double u0 = double(j - 1) / radial_segments;
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double lng1 = lon_step * j;
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double lng1 = Math_TAU * (0.5 - j * lon_step);
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double x1 = Math::cos(lng1);
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double x1 = Math::cos(lng1);
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double y1 = Math::sin(lng1);
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double y1 = Math::sin(lng1);
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double v1 = double(i) / radial_segments;
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double u1 = double(j) / radial_segments;
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Vector3 v[4] = {
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Vector3 v[4] = {
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Vector3(x1 * zr0, z0, y1 * zr0) * radius,
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Vector3(x0 * c0, s0, y0 * c0) * radius,
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Vector3(x1 * zr1, z1, y1 * zr1) * radius,
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Vector3(x1 * c0, s0, y1 * c0) * radius,
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Vector3(x0 * zr1, z1, y0 * zr1) * radius,
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Vector3(x1 * c1, s1, y1 * c1) * radius,
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Vector3(x0 * zr0, z0, y0 * zr0) * radius
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Vector3(x0 * c1, s1, y0 * c1) * radius,
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};
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};
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Vector2 u[4] = {
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Vector2 u[4] = {
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Vector2(v1, u0),
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Vector2(u0, v0),
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Vector2(v1, u1),
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Vector2(u1, v0),
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Vector2(v0, u1),
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Vector2(u1, v1),
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Vector2(v0, u0),
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Vector2(u0, v1),
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};
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};
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if (i < rings) {
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if (i < rings) {
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