|
@@ -1456,6 +1456,8 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
|
|
int i, j, prevrow, thisrow, point;
|
|
int i, j, prevrow, thisrow, point;
|
|
float x, y, z;
|
|
float x, y, z;
|
|
|
|
|
|
|
|
+ float scale = height * (is_hemisphere ? 1.0 : 0.5);
|
|
|
|
+
|
|
// set our bounding box
|
|
// set our bounding box
|
|
|
|
|
|
PoolVector<Vector3> points;
|
|
PoolVector<Vector3> points;
|
|
@@ -1479,7 +1481,7 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
|
|
|
|
|
|
v /= (rings + 1);
|
|
v /= (rings + 1);
|
|
w = sin(Math_PI * v);
|
|
w = sin(Math_PI * v);
|
|
- y = height * (is_hemisphere ? 1.0 : 0.5) * cos(Math_PI * v);
|
|
|
|
|
|
+ y = scale * cos(Math_PI * v);
|
|
|
|
|
|
for (i = 0; i <= radial_segments; i++) {
|
|
for (i = 0; i <= radial_segments; i++) {
|
|
float u = i;
|
|
float u = i;
|
|
@@ -1494,7 +1496,8 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
|
|
} else {
|
|
} else {
|
|
Vector3 p = Vector3(x * radius * w, y, z * radius * w);
|
|
Vector3 p = Vector3(x * radius * w, y, z * radius * w);
|
|
points.push_back(p);
|
|
points.push_back(p);
|
|
- normals.push_back(p.normalized());
|
|
|
|
|
|
+ Vector3 normal = Vector3(x * radius * w * scale, y / scale, z * radius * w * scale);
|
|
|
|
+ normals.push_back(normal.normalized());
|
|
};
|
|
};
|
|
ADD_TANGENT(z, 0.0, -x, 1.0)
|
|
ADD_TANGENT(z, 0.0, -x, 1.0)
|
|
uvs.push_back(Vector2(u, v));
|
|
uvs.push_back(Vector2(u, v));
|