Merge pull request #49195 from madmiraal/fix-43544-3.x

[3.x] Fix UV mapping on CSGSphere
This commit is contained in:
Rémi Verschelde 2021-05-31 13:06:10 +02:00 committed by GitHub
commit 8326b8b31a
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -934,43 +934,43 @@ CSGBrush *CSGSphere::_build_brush() {
PoolVector<Ref<Material>>::Write materialsw = materials.write();
PoolVector<bool>::Write invertw = invert.write();
const double lat_step = 1.0 / rings;
const double lon_step = 1.0 / radial_segments;
int face = 0;
for (int i = 1; i <= rings; i++) {
double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings);
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 = Math_PI * (-0.5 + (double)i / rings);
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 = 2 * Math_PI * (double)(j - 1) / radial_segments;
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 = 2 * Math_PI * (double)(j) / radial_segments;
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) {