Changed normal of CylinderMesh to account for slanted side.
(cherry picked from commit 491ec622f6
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4150749698
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dd807ca5e7
1 changed files with 2 additions and 1 deletions
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@ -774,6 +774,7 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
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thisrow = 0;
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thisrow = 0;
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prevrow = 0;
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prevrow = 0;
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const real_t side_normal_y = (bottom_radius - top_radius) / height;
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for (j = 0; j <= (rings + 1); j++) {
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for (j = 0; j <= (rings + 1); j++) {
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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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@ -792,7 +793,7 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
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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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normals.push_back(Vector3(x, 0.0, z));
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normals.push_back(Vector3(x, side_normal_y, z).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, v * 0.5));
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uvs.push_back(Vector2(u, v * 0.5));
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point++;
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point++;
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