From 3dc1a2951b17e7d71294f9f139ffcc5a3e4aa0ca Mon Sep 17 00:00:00 2001 From: Marcel Admiraal Date: Sat, 29 May 2021 19:14:52 +0100 Subject: [PATCH] Fix UV mapping on CSGSphere --- modules/csg/csg_shape.cpp | 48 +++++++++++++++++++-------------------- 1 file changed, 23 insertions(+), 25 deletions(-) diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp index 541b7036ac..67dfdfb5eb 100644 --- a/modules/csg/csg_shape.cpp +++ b/modules/csg/csg_shape.cpp @@ -923,45 +923,43 @@ CSGBrush *CSGSphere3D::_build_brush() { Ref *materialsw = materials.ptrw(); bool *invertw = invert.ptrw(); + const double lat_step = 1.0 / rings; + const double lon_step = 1.0 / radial_segments; 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++) { - double lat0 = lat_step * (i - 1) - Math_TAU / 4; - double z0 = Math::sin(lat0); - double zr0 = Math::cos(lat0); - double u0 = double(i - 1) / rings; + double lat0 = Math_PI * (0.5 - (i - 1) * lat_step); + double c0 = Math::cos(lat0); + double s0 = Math::sin(lat0); + double v0 = double(i - 1) / rings; - double lat1 = lat_step * i - Math_TAU / 4; - double z1 = Math::sin(lat1); - double zr1 = Math::cos(lat1); - double u1 = double(i) / rings; + double lat1 = Math_PI * (0.5 - i * lat_step); + double c1 = Math::cos(lat1); + double s1 = Math::sin(lat1); + double v1 = double(i) / rings; - for (int j = radial_segments; j >= 1; j--) { - double lng0 = lon_step * (j - 1); + for (int j = 1; j <= radial_segments; j++) { + double lng0 = Math_TAU * (0.5 - (j - 1) * lon_step); double x0 = Math::cos(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 y1 = Math::sin(lng1); - double v1 = double(i) / radial_segments; + double u1 = double(j) / radial_segments; Vector3 v[4] = { - Vector3(x1 * zr0, z0, y1 * zr0) * radius, - Vector3(x1 * zr1, z1, y1 * zr1) * radius, - Vector3(x0 * zr1, z1, y0 * zr1) * radius, - Vector3(x0 * zr0, z0, y0 * zr0) * radius + Vector3(x0 * c0, s0, y0 * c0) * radius, + Vector3(x1 * c0, s0, y1 * c0) * radius, + Vector3(x1 * c1, s1, y1 * c1) * radius, + Vector3(x0 * c1, s1, y0 * c1) * radius, }; Vector2 u[4] = { - Vector2(v1, u0), - Vector2(v1, u1), - Vector2(v0, u1), - Vector2(v0, u0), - + Vector2(u0, v0), + Vector2(u1, v0), + Vector2(u1, v1), + Vector2(u0, v1), }; if (i < rings) {