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authorRĂ©mi Verschelde <rverschelde@gmail.com>2018-12-11 15:21:43 +0100
committerGitHub <noreply@github.com>2018-12-11 15:21:43 +0100
commit55089d0b1aa6342ca5836bbd196cbc6e6ba9d23f (patch)
tree468c20f39f4a164261bd89a40e77f0141aa05a6c /scene/resources/primitive_meshes.cpp
parent244cc11edd7ba5cae95a909ada2fec207631ffc8 (diff)
parentfa63a0fe835868148c9ac6ab9a3f260928155c70 (diff)
Merge pull request #24224 from BastiaanOlij/flip_bitangent
Reverse bitangent on everythings
Diffstat (limited to 'scene/resources/primitive_meshes.cpp')
-rw-r--r--scene/resources/primitive_meshes.cpp44
1 files changed, 22 insertions, 22 deletions
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index dafdddd990..6dedb74fad 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -306,7 +306,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius * w, y * radius * w, z);
points.push_back(p + Vector3(0.0, 0.0, 0.5 * mid_height));
normals.push_back(p.normalized());
- ADD_TANGENT(-y, x, 0.0, -1.0)
+ ADD_TANGENT(-y, x, 0.0, 1.0)
uvs.push_back(Vector2(u, v * onethird));
point++;
@@ -345,7 +345,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius, y * radius, z);
points.push_back(p);
normals.push_back(Vector3(x, y, 0.0));
- ADD_TANGENT(-y, x, 0.0, -1.0)
+ ADD_TANGENT(-y, x, 0.0, 1.0)
uvs.push_back(Vector2(u, onethird + (v * onethird)));
point++;
@@ -385,7 +385,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius * w, y * radius * w, z);
points.push_back(p + Vector3(0.0, 0.0, -0.5 * mid_height));
normals.push_back(p.normalized());
- ADD_TANGENT(-y, x, 0.0, -1.0)
+ ADD_TANGENT(-y, x, 0.0, 1.0)
uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
point++;
@@ -514,14 +514,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
// front
points.push_back(Vector3(x, -y, -start_pos.z)); // double negative on the Z!
normals.push_back(Vector3(0.0, 0.0, 1.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(u, v));
point++;
// back
points.push_back(Vector3(-x, -y, start_pos.z));
normals.push_back(Vector3(0.0, 0.0, -1.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + u, v));
point++;
@@ -568,14 +568,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
// right
points.push_back(Vector3(-start_pos.x, -y, -z));
normals.push_back(Vector3(1.0, 0.0, 0.0));
- ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
uvs.push_back(Vector2(onethird + u, v));
point++;
// left
points.push_back(Vector3(start_pos.x, -y, z));
normals.push_back(Vector3(-1.0, 0.0, 0.0));
- ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
uvs.push_back(Vector2(u, 0.5 + v));
point++;
@@ -622,14 +622,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
// top
points.push_back(Vector3(-x, -start_pos.y, -z));
normals.push_back(Vector3(0.0, 1.0, 0.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(onethird + u, 0.5 + v));
point++;
// bottom
points.push_back(Vector3(x, start_pos.y, -z));
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + u, 0.5 + v));
point++;
@@ -773,7 +773,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius, y, z * radius);
points.push_back(p);
normals.push_back(Vector3(x, 0.0, z));
- ADD_TANGENT(z, 0.0, -x, -1.0)
+ ADD_TANGENT(z, 0.0, -x, 1.0)
uvs.push_back(Vector2(u, v * 0.5));
point++;
@@ -799,7 +799,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
points.push_back(Vector3(0.0, y, 0.0));
normals.push_back(Vector3(0.0, 1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(0.25, 0.75));
point++;
@@ -816,7 +816,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * top_radius, y, z * top_radius);
points.push_back(p);
normals.push_back(Vector3(0.0, 1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(u, v));
point++;
@@ -835,7 +835,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
points.push_back(Vector3(0.0, y, 0.0));
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(0.75, 0.75));
point++;
@@ -852,7 +852,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * bottom_radius, y, z * bottom_radius);
points.push_back(p);
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(u, v));
point++;
@@ -982,7 +982,7 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
points.push_back(Vector3(-x, 0.0, -z));
normals.push_back(Vector3(0.0, 1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */
point++;
@@ -1108,14 +1108,14 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
/* front */
points.push_back(Vector3(start_x + x, -y, -start_pos.z)); // double negative on the Z!
normals.push_back(Vector3(0.0, 0.0, 1.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(offset_front + u, v));
point++;
/* back */
points.push_back(Vector3(start_x + scaled_size_x - x, -y, start_pos.z));
normals.push_back(Vector3(0.0, 0.0, -1.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + offset_back + u, v));
point++;
@@ -1187,14 +1187,14 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
/* right */
points.push_back(Vector3(right, -y, -z));
normals.push_back(normal_right);
- ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
uvs.push_back(Vector2(onethird + u, v));
point++;
/* left */
points.push_back(Vector3(left, -y, z));
normals.push_back(normal_left);
- ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
uvs.push_back(Vector2(u, 0.5 + v));
point++;
@@ -1241,7 +1241,7 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
/* bottom */
points.push_back(Vector3(x, start_pos.y, -z));
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + u, 0.5 + v));
point++;
@@ -1382,7 +1382,7 @@ void QuadMesh::_create_mesh_array(Array &p_arr) const {
tangents.set(i * 4 + 0, 1.0);
tangents.set(i * 4 + 1, 0.0);
tangents.set(i * 4 + 2, 0.0);
- tangents.set(i * 4 + 3, -1.0);
+ tangents.set(i * 4 + 3, 1.0);
static const Vector2 quad_uv[4] = {
Vector2(0, 1),
@@ -1468,7 +1468,7 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
points.push_back(p);
normals.push_back(p.normalized());
};
- ADD_TANGENT(z, 0.0, -x, -1.0)
+ ADD_TANGENT(z, 0.0, -x, 1.0)
uvs.push_back(Vector2(u, v));
point++;