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@@ -443,15 +443,25 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
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v = j;
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v = j;
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v /= (rings + 1);
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v /= (rings + 1);
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- w = sin(0.5 * Math_PI * v);
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- y = radius * cos(0.5 * Math_PI * v);
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+ if (j == (rings + 1)) {
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+ w = 1.0;
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+ y = 0.0;
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+ } else {
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+ w = Math::sin(0.5 * Math_PI * v);
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+ y = Math::cos(0.5 * Math_PI * v) * radius;
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+ }
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for (i = 0; i <= radial_segments; i++) {
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for (i = 0; i <= radial_segments; i++) {
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u = i;
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u = i;
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u /= radial_segments;
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u /= radial_segments;
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- x = -sin(u * Math_TAU);
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- z = cos(u * Math_TAU);
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+ if (i == radial_segments) {
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+ x = 0.0;
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+ z = 1.0;
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+ } else {
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+ x = -Math::sin(u * Math_TAU);
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+ z = Math::cos(u * Math_TAU);
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+ }
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Vector3 p = Vector3(x * radius * w, y, -z * radius * w);
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Vector3 p = Vector3(x * radius * w, y, -z * radius * w);
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points.push_back(p + Vector3(0.0, 0.5 * height - radius, 0.0));
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points.push_back(p + Vector3(0.0, 0.5 * height - radius, 0.0));
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@@ -492,8 +502,13 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
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u = i;
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u = i;
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u /= radial_segments;
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u /= radial_segments;
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- x = -sin(u * Math_TAU);
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- z = cos(u * Math_TAU);
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+ if (i == radial_segments) {
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+ x = 0.0;
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+ z = 1.0;
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+ } else {
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+ x = -Math::sin(u * Math_TAU);
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+ z = Math::cos(u * Math_TAU);
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+ }
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Vector3 p = Vector3(x * radius, y, -z * radius);
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Vector3 p = Vector3(x * radius, y, -z * radius);
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points.push_back(p);
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points.push_back(p);
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@@ -527,24 +542,33 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
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v = j;
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v = j;
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v /= (rings + 1);
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v /= (rings + 1);
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- v += 1.0;
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- w = sin(0.5 * Math_PI * v);
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- y = radius * cos(0.5 * Math_PI * v);
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+ if (j == (rings + 1)) {
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+ w = 0.0;
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+ y = -radius;
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+ } else {
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+ w = Math::cos(0.5 * Math_PI * v);
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+ y = -Math::sin(0.5 * Math_PI * v) * radius;
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+ }
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for (i = 0; i <= radial_segments; i++) {
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for (i = 0; i <= radial_segments; i++) {
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u = i;
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u = i;
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u /= radial_segments;
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u /= radial_segments;
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- x = -sin(u * Math_TAU);
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- z = cos(u * Math_TAU);
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+ if (i == radial_segments) {
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+ x = 0.0;
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+ z = 1.0;
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+ } else {
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+ x = -Math::sin(u * Math_TAU);
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+ z = Math::cos(u * Math_TAU);
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+ }
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Vector3 p = Vector3(x * radius * w, y, -z * radius * w);
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Vector3 p = Vector3(x * radius * w, y, -z * radius * w);
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points.push_back(p + Vector3(0.0, -0.5 * height + radius, 0.0));
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points.push_back(p + Vector3(0.0, -0.5 * height + radius, 0.0));
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normals.push_back(p.normalized());
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normals.push_back(p.normalized());
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ADD_TANGENT(-z, 0.0, -x, 1.0)
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ADD_TANGENT(-z, 0.0, -x, 1.0)
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- uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
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+ uvs.push_back(Vector2(u, twothirds + v * onethird));
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if (p_add_uv2) {
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if (p_add_uv2) {
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- uv2s.push_back(Vector2(u * radial_h, radial_v + height_v + ((v - 1.0) * radial_v)));
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+ uv2s.push_back(Vector2(u * radial_h, radial_v + height_v + v * radial_v));
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}
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}
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point++;
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point++;
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@@ -1074,8 +1098,13 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
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u = i;
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u = i;
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u /= radial_segments;
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u /= radial_segments;
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- x = sin(u * Math_TAU);
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- z = cos(u * Math_TAU);
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+ if (i == radial_segments) {
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+ x = 0.0;
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+ z = 1.0;
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+ } else {
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+ x = Math::sin(u * Math_TAU);
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+ z = Math::cos(u * Math_TAU);
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+ }
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Vector3 p = Vector3(x * radius, y, z * radius);
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Vector3 p = Vector3(x * radius, y, z * radius);
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points.push_back(p);
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points.push_back(p);
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@@ -1126,8 +1155,13 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
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float r = i;
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float r = i;
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r /= radial_segments;
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r /= radial_segments;
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- x = sin(r * Math_TAU);
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- z = cos(r * Math_TAU);
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+ if (i == radial_segments) {
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+ x = 0.0;
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+ z = 1.0;
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+ } else {
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+ x = Math::sin(r * Math_TAU);
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+ z = Math::cos(r * Math_TAU);
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+ }
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u = ((x + 1.0) * 0.25);
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u = ((x + 1.0) * 0.25);
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v = 0.5 + ((z + 1.0) * 0.25);
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v = 0.5 + ((z + 1.0) * 0.25);
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@@ -1168,8 +1202,13 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
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float r = i;
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float r = i;
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r /= radial_segments;
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r /= radial_segments;
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- x = sin(r * Math_TAU);
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- z = cos(r * Math_TAU);
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+ if (i == radial_segments) {
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+ x = 0.0;
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+ z = 1.0;
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+ } else {
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+ x = Math::sin(r * Math_TAU);
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+ z = Math::cos(r * Math_TAU);
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+ }
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u = 0.5 + ((x + 1.0) * 0.25);
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u = 0.5 + ((x + 1.0) * 0.25);
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v = 1.0 - ((z + 1.0) * 0.25);
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v = 1.0 - ((z + 1.0) * 0.25);
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@@ -1934,15 +1973,25 @@ void SphereMesh::create_mesh_array(Array &p_arr, float radius, float height, int
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float w;
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float w;
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v /= (rings + 1);
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v /= (rings + 1);
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- w = sin(Math_PI * v);
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- y = scale * cos(Math_PI * v);
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+ if (j == (rings + 1)) {
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+ w = 0.0;
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+ y = -scale;
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+ } else {
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+ w = Math::sin(Math_PI * v);
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+ y = Math::cos(Math_PI * v) * scale;
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+ }
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for (i = 0; i <= radial_segments; i++) {
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for (i = 0; i <= radial_segments; i++) {
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float u = i;
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float u = i;
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u /= radial_segments;
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u /= radial_segments;
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- x = sin(u * Math_TAU);
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- z = cos(u * Math_TAU);
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+ if (i == radial_segments) {
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+ x = 0.0;
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+ z = 1.0;
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+ } else {
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+ x = Math::sin(u * Math_TAU);
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+ z = Math::cos(u * Math_TAU);
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+ }
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if (is_hemisphere && y < 0.0) {
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if (is_hemisphere && y < 0.0) {
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points.push_back(Vector3(x * radius * w, 0.0, z * radius * w));
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points.push_back(Vector3(x * radius * w, 0.0, z * radius * w));
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@@ -2144,13 +2193,13 @@ void TorusMesh::_create_mesh_array(Array &p_arr) const {
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float inci = float(i) / rings;
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float inci = float(i) / rings;
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float angi = inci * Math_TAU;
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float angi = inci * Math_TAU;
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- Vector2 normali = Vector2(-Math::sin(angi), -Math::cos(angi));
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+ Vector2 normali = (i == rings) ? Vector2(0.0, -1.0) : Vector2(-Math::sin(angi), -Math::cos(angi));
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for (int j = 0; j <= ring_segments; j++) {
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for (int j = 0; j <= ring_segments; j++) {
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float incj = float(j) / ring_segments;
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float incj = float(j) / ring_segments;
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float angj = incj * Math_TAU;
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float angj = incj * Math_TAU;
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- Vector2 normalj = Vector2(-Math::cos(angj), Math::sin(angj));
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+ Vector2 normalj = (j == ring_segments) ? Vector2(-1.0, 0.0) : Vector2(-Math::cos(angj), Math::sin(angj));
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Vector2 normalk = normalj * radius + Vector2(min_radius + radius, 0);
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Vector2 normalk = normalj * radius + Vector2(min_radius + radius, 0);
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float offset_h = 0.5 * (1.0 - normalj.x) * delta_h;
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float offset_h = 0.5 * (1.0 - normalj.x) * delta_h;
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@@ -2159,7 +2208,7 @@ void TorusMesh::_create_mesh_array(Array &p_arr) const {
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points.push_back(Vector3(normali.x * normalk.x, normalk.y, normali.y * normalk.x));
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points.push_back(Vector3(normali.x * normalk.x, normalk.y, normali.y * normalk.x));
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normals.push_back(Vector3(normali.x * normalj.x, normalj.y, normali.y * normalj.x));
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normals.push_back(Vector3(normali.x * normalj.x, normalj.y, normali.y * normalj.x));
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- ADD_TANGENT(-Math::cos(angi), 0.0, Math::sin(angi), 1.0);
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+ ADD_TANGENT(normali.y, 0.0, -normali.x, 1.0);
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uvs.push_back(Vector2(inci, incj));
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uvs.push_back(Vector2(inci, incj));
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if (_add_uv2) {
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if (_add_uv2) {
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uv2s.push_back(Vector2(offset_h + inci * adj_h, incj * height_v));
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uv2s.push_back(Vector2(offset_h + inci * adj_h, incj * height_v));
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@@ -2434,8 +2483,12 @@ void TubeTrailMesh::_create_mesh_array(Array &p_arr) const {
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if (curve.is_valid() && curve->get_point_count() > 0) {
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if (curve.is_valid() && curve->get_point_count() > 0) {
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r *= curve->sample_baked(v);
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r *= curve->sample_baked(v);
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}
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}
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- float x = sin(u * Math_TAU);
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- float z = cos(u * Math_TAU);
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+ float x = 0.0;
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+ float z = 1.0;
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+ if (i < radial_steps) {
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+ x = Math::sin(u * Math_TAU);
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+ z = Math::cos(u * Math_TAU);
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+ }
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Vector3 p = Vector3(x * r, y, z * r);
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Vector3 p = Vector3(x * r, y, z * r);
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points.push_back(p);
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points.push_back(p);
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@@ -2503,8 +2556,12 @@ void TubeTrailMesh::_create_mesh_array(Array &p_arr) const {
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float r = i;
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float r = i;
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r /= radial_steps;
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r /= radial_steps;
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- float x = sin(r * Math_TAU);
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- float z = cos(r * Math_TAU);
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+ float x = 0.0;
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+ float z = 1.0;
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+ if (i < radial_steps) {
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+ x = Math::sin(r * Math_TAU);
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+ z = Math::cos(r * Math_TAU);
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+ }
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float u = ((x + 1.0) * 0.25);
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float u = ((x + 1.0) * 0.25);
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float v = 0.5 + ((z + 1.0) * 0.25);
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float v = 0.5 + ((z + 1.0) * 0.25);
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@@ -2568,8 +2625,12 @@ void TubeTrailMesh::_create_mesh_array(Array &p_arr) const {
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float r = i;
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float r = i;
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r /= radial_steps;
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r /= radial_steps;
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- float x = sin(r * Math_TAU);
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- float z = cos(r * Math_TAU);
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+ float x = 0.0;
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+ float z = 1.0;
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+ if (i < radial_steps) {
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+ x = Math::sin(r * Math_TAU);
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+ z = Math::cos(r * Math_TAU);
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+ }
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float u = 0.5 + ((x + 1.0) * 0.25);
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float u = 0.5 + ((x + 1.0) * 0.25);
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float v = 1.0 - ((z + 1.0) * 0.25);
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float v = 1.0 - ((z + 1.0) * 0.25);
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