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-rw-r--r--scene/resources/primitive_meshes.cpp61
1 files changed, 32 insertions, 29 deletions
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 28aa6f1aa7..db58fe7823 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -89,7 +89,7 @@ void PrimitiveMesh::_update() const {
pending_request = false;
- _clear_triangle_mesh();
+ clear_cache();
const_cast<PrimitiveMesh *>(this)->emit_changed();
}
@@ -102,6 +102,9 @@ void PrimitiveMesh::_request_update() {
}
int PrimitiveMesh::get_surface_count() const {
+ if (pending_request) {
+ _update();
+ }
return 1;
}
@@ -303,7 +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++;
@@ -342,7 +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++;
@@ -373,17 +376,17 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
z = radius * cos(0.5 * Math_PI * v);
for (i = 0; i <= radial_segments; i++) {
- float u = i;
- u /= radial_segments;
+ float u2 = i;
+ u2 /= radial_segments;
- x = sin(u * (Math_PI * 2.0));
- y = -cos(u * (Math_PI * 2.0));
+ x = sin(u2 * (Math_PI * 2.0));
+ y = -cos(u2 * (Math_PI * 2.0));
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)
- uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
+ ADD_TANGENT(-y, x, 0.0, 1.0)
+ uvs.push_back(Vector2(u2, twothirds + ((v - 1.0) * onethird)));
point++;
if (i > 0 && j > 0) {
@@ -511,14 +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++;
@@ -565,14 +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++;
@@ -619,14 +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++;
@@ -770,7 +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++;
@@ -832,7 +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++;
@@ -849,7 +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++;
@@ -979,8 +982,8 @@ 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);
- uvs.push_back(Vector2(u, v));
+ 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++;
if (i > 0 && j > 0) {
@@ -1105,14 +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++;
@@ -1184,14 +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++;
@@ -1238,7 +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++;
@@ -1282,7 +1285,7 @@ void PrismMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PrismMesh::get_subdivide_depth);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "left_to_right", PROPERTY_HINT_RANGE, "-2.0,2.0,0.1"), "set_left_to_right", "get_left_to_right");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_height", "get_subdivide_height");
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
@@ -1465,7 +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++;