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Diffstat (limited to 'modules/csg/csg_shape.cpp')
-rw-r--r--modules/csg/csg_shape.cpp60
1 files changed, 40 insertions, 20 deletions
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
index 23d879e1cd..f4b061f494 100644
--- a/modules/csg/csg_shape.cpp
+++ b/modules/csg/csg_shape.cpp
@@ -47,6 +47,7 @@ void CSGShape::set_use_collision(bool p_enable) {
PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
+ PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
_make_dirty(); //force update
} else {
PhysicsServer::get_singleton()->free(root_collision_instance);
@@ -196,18 +197,6 @@ void CSGShape::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexc
fvTexcOut[1] = t.y;
}
-void CSGShape::mikktSetTSpaceBasic(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert) {
- ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
-
- 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++] = fSign;
-}
-
void CSGShape::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
@@ -216,14 +205,13 @@ void CSGShape::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const f
int i = iFace * 3 + iVert;
Vector3 normal = surface.normalsw[i];
Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
- Vector3 bitangent = Vector3(fvBiTangent[0], fvBiTangent[1], fvBiTangent[2]);
+ Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
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;
}
@@ -470,6 +458,7 @@ void CSGShape::_notification(int p_what) {
PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
+ PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
}
_make_dirty();
@@ -1666,6 +1655,24 @@ 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 +1764,10 @@ 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 +1899,7 @@ 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 +1917,8 @@ 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 +2004,10 @@ 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 +2050,7 @@ 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 +2068,8 @@ 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 +2094,9 @@ 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;
}
}