Merge pull request #49194 from madmiraal/fix-43544

Fix UV mapping on CSGSphere
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Rémi Verschelde 2021-05-31 13:05:48 +02:00 committed by GitHub
commit 3c7f09bfeb
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1 changed files with 23 additions and 25 deletions

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