diff options
Diffstat (limited to 'modules/csg/csg_shape.cpp')
-rw-r--r-- | modules/csg/csg_shape.cpp | 51 |
1 files changed, 40 insertions, 11 deletions
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp index 23d879e1cd..a4c34e7583 100644 --- a/modules/csg/csg_shape.cpp +++ b/modules/csg/csg_shape.cpp @@ -201,10 +201,9 @@ void CSGShape::mikktSetTSpaceBasic(const SMikkTSpaceContext *pContext, const flo int i = (iFace * 3 + iVert) * 4; - // Godot seems to want the tangent flipped because our handedness is reversed.. - surface.tansw[i++] = -fvTangent[0]; - surface.tansw[i++] = -fvTangent[1]; - surface.tansw[i++] = -fvTangent[2]; + surface.tansw[i++] = fvTangent[0]; + surface.tansw[i++] = fvTangent[1]; + surface.tansw[i++] = fvTangent[2]; surface.tansw[i++] = fSign; } @@ -219,11 +218,10 @@ void CSGShape::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const f Vector3 bitangent = Vector3(fvBiTangent[0], fvBiTangent[1], fvBiTangent[2]); float d = bitangent.dot(normal.cross(tangent)); - // Godot seems to want the tangent flipped because our handedness is reversed.. i *= 4; - surface.tansw[i++] = -tangent.x; - surface.tansw[i++] = -tangent.y; - surface.tansw[i++] = -tangent.z; + surface.tansw[i++] = tangent.x; + surface.tansw[i++] = tangent.y; + surface.tansw[i++] = tangent.z; surface.tansw[i++] = d < 0 ? -1 : 1; } @@ -1666,6 +1664,24 @@ CSGBrush *CSGPolygon::_build_brush() { Path *path = NULL; Ref<Curve3D> curve; + // get bounds for our polygon + Vector2 final_polygon_min; + Vector2 final_polygon_max; + for (int i = 0; i < final_polygon.size(); i++) { + Vector2 p = final_polygon[i]; + if (i == 0) { + final_polygon_min = p; + final_polygon_max = final_polygon_min; + } else { + if (p.x < final_polygon_min.x) final_polygon_min.x = p.x; + if (p.y < final_polygon_min.y) final_polygon_min.y = p.y; + + if (p.x > final_polygon_max.x) final_polygon_max.x = p.x; + if (p.y > final_polygon_max.y) final_polygon_max.y = p.y; + } + } + Vector2 final_polygon_size = final_polygon_max - final_polygon_min; + if (mode == MODE_PATH) { if (!has_node(path_node)) return NULL; @@ -1757,6 +1773,10 @@ CSGBrush *CSGPolygon::_build_brush() { v.z -= depth; } facesw[face * 3 + k] = v; + uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size; + if (i == 0) { + uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */ + } } smoothw[face] = false; @@ -1888,6 +1908,7 @@ CSGBrush *CSGPolygon::_build_brush() { Vector2 p = final_polygon[triangles[j + src[k]]]; Vector3 v = Vector3(p.x, p.y, 0); facesw[face * 3 + k] = v; + uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size; } smoothw[face] = false; @@ -1905,6 +1926,8 @@ CSGBrush *CSGPolygon::_build_brush() { Vector2 p = final_polygon[triangles[j + src[k]]]; Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x); facesw[face * 3 + k] = v; + uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size; + uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */ } smoothw[face] = false; @@ -1990,10 +2013,10 @@ CSGBrush *CSGPolygon::_build_brush() { }; Vector2 u[4] = { - Vector2(u1, 0), Vector2(u1, 1), - Vector2(u2, 1), - Vector2(u2, 0) + Vector2(u1, 0), + Vector2(u2, 0), + Vector2(u2, 1) }; // face 1 @@ -2036,6 +2059,7 @@ CSGBrush *CSGPolygon::_build_brush() { Vector2 p = final_polygon[triangles[j + src[k]]]; Vector3 v = Vector3(p.x, p.y, 0); facesw[face * 3 + k] = xf.xform(v); + uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size; } smoothw[face] = false; @@ -2053,6 +2077,8 @@ CSGBrush *CSGPolygon::_build_brush() { Vector2 p = final_polygon[triangles[j + src[k]]]; Vector3 v = Vector3(p.x, p.y, 0); facesw[face * 3 + k] = xf.xform(v); + uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size; + uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */ } smoothw[face] = false; @@ -2077,6 +2103,9 @@ CSGBrush *CSGPolygon::_build_brush() { } else { aabb.expand_to(facesw[i]); } + + // invert UVs on the Y-axis OpenGL = upside down + uvsw[i].y = 1.0 - uvsw[i].y; } } |