Fixes the normals of SphereMesh when the sphere/hemisphere is oblong
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1 changed files with 5 additions and 2 deletions
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@ -1420,6 +1420,8 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
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int i, j, prevrow, thisrow, point;
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float x, y, z;
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float scale = height * (is_hemisphere ? 1.0 : 0.5);
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// set our bounding box
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Vector<Vector3> points;
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@ -1443,7 +1445,7 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
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v /= (rings + 1);
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w = sin(Math_PI * v);
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y = height * (is_hemisphere ? 1.0 : 0.5) * cos(Math_PI * v);
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y = scale * cos(Math_PI * v);
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for (i = 0; i <= radial_segments; i++) {
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float u = i;
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@ -1458,7 +1460,8 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
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} else {
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Vector3 p = Vector3(x * radius * w, y, z * radius * w);
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points.push_back(p);
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normals.push_back(p.normalized());
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Vector3 normal = Vector3(x * radius * w * scale, y / scale, z * radius * w * scale);
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normals.push_back(normal.normalized());
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};
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ADD_TANGENT(z, 0.0, -x, 1.0)
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uvs.push_back(Vector2(u, v));
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