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@@ -323,16 +323,18 @@ RID RenderingServer::get_white_texture() {
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}
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void _get_axis_angle(const Vector3 &p_normal, const Vector4 &p_tangent, float &r_angle, Vector3 &r_axis) {
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- Vector3 tangent = Vector3(p_tangent.x, p_tangent.y, p_tangent.z);
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+ Vector3 normal = p_normal.normalized();
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+ Vector3 tangent = Vector3(p_tangent.x, p_tangent.y, p_tangent.z).normalized();
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float d = p_tangent.w;
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- Vector3 binormal = p_normal.cross(tangent);
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+ Vector3 binormal = normal.cross(tangent).normalized();
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+ real_t angle;
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- r_angle = Math::acos((tangent.x + binormal.y + p_normal.z - 1.0) / 2.0);
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- float denom = 2.0 * Math::sin(r_angle);
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- r_axis.x = (p_normal.y - binormal.z) / denom;
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- r_axis.y = (tangent.z - p_normal.x) / denom;
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- r_axis.z = (binormal.x - tangent.y) / denom;
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- r_axis.normalize();
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+ Basis tbn = Basis();
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+ tbn.rows[0] = tangent;
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+ tbn.rows[1] = binormal;
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+ tbn.rows[2] = normal;
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+ tbn.get_axis_angle(r_axis, angle);
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+ r_angle = float(angle);
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if (d < 0.0) {
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r_angle = CLAMP((1.0 - r_angle / Math_PI) * 0.5, 0.0, 0.49999);
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@@ -346,13 +348,11 @@ void _get_axis_angle(const Vector3 &p_normal, const Vector4 &p_tangent, float &r
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void _get_tbn_from_axis_angle(const Vector3 &p_axis, float p_angle, Vector3 &r_normal, Vector4 &r_tangent) {
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float binormal_sign = p_angle > 0.5 ? 1.0 : -1.0;
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float angle = Math::abs(p_angle * 2.0 - 1.0) * Math_PI;
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- float c = cos(angle);
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- float s = sin(angle);
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- Vector3 omc_axis = (1.0 - c) * p_axis;
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- Vector3 s_axis = s * p_axis;
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- Vector3 tan = omc_axis.x * p_axis + Vector3(c, -s_axis.z, s_axis.y);
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+
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+ Basis tbn = Basis(p_axis, angle);
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+ Vector3 tan = tbn.rows[0];
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r_tangent = Vector4(tan.x, tan.y, tan.z, binormal_sign);
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- r_normal = omc_axis.z * p_axis + Vector3(-s_axis.y, s_axis.x, c);
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+ r_normal = tbn.rows[2];
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}
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Error RenderingServer::_surface_set_data(Array p_arrays, uint64_t p_format, uint32_t *p_offsets, uint32_t p_vertex_stride, uint32_t p_normal_stride, uint32_t p_attrib_stride, uint32_t p_skin_stride, Vector<uint8_t> &r_vertex_array, Vector<uint8_t> &r_attrib_array, Vector<uint8_t> &r_skin_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb, Vector4 &r_uv_scale) {
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@@ -1194,7 +1194,7 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa
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format |= RS::ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY;
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}
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- if (format & RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES && ((format & RS::ARRAY_FORMAT_NORMAL) || (format & RS::ARRAY_FORMAT_TANGENT))) {
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+ if ((format & RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES) && ((format & RS::ARRAY_FORMAT_NORMAL) || (format & RS::ARRAY_FORMAT_TANGENT))) {
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// If using normals or tangents, then we need all three.
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ERR_FAIL_COND_V_MSG(!(format & RS::ARRAY_FORMAT_VERTEX), ERR_INVALID_PARAMETER, "Can't use compression flag 'ARRAY_FLAG_COMPRESS_ATTRIBUTES' while using normals or tangents without vertex array.");
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ERR_FAIL_COND_V_MSG(!(format & RS::ARRAY_FORMAT_NORMAL), ERR_INVALID_PARAMETER, "Can't use compression flag 'ARRAY_FLAG_COMPRESS_ATTRIBUTES' while using tangents without normal array.");
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@@ -1399,7 +1399,7 @@ Array RenderingServer::_get_array_from_surface(uint64_t p_format, Vector<uint8_t
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tangentsw[j * 4 + 3] = tan.w;
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}
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ret[RS::ARRAY_NORMAL] = normals;
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- ret[RS::ARRAY_FORMAT_TANGENT] = tangents;
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+ ret[RS::ARRAY_TANGENT] = tangents;
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} else {
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for (int j = 0; j < p_vertex_len; j++) {
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