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Mend gaps in meshes caused by trigonometric funcs. #100020

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Dec 9, 2024
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20 changes: 14 additions & 6 deletions modules/csg/csg_shape.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1294,14 +1294,22 @@ CSGBrush *CSGSphere3D::_build_brush() {
const double longitude_step = Math_TAU / radial_segments;
int face = 0;
for (int i = 0; i < rings; i++) {
double latitude0 = latitude_step * i + Math_TAU / 4;
double cos0 = Math::cos(latitude0);
double sin0 = Math::sin(latitude0);
double cos0 = 0;
double sin0 = 1;
if (i > 0) {
double latitude0 = latitude_step * i + Math_TAU / 4;
cos0 = Math::cos(latitude0);
sin0 = Math::sin(latitude0);
}
double v0 = double(i) / rings;

double latitude1 = latitude_step * (i + 1) + Math_TAU / 4;
double cos1 = Math::cos(latitude1);
double sin1 = Math::sin(latitude1);
double cos1 = 0;
double sin1 = -1;
if (i < rings - 1) {
double latitude1 = latitude_step * (i + 1) + Math_TAU / 4;
cos1 = Math::cos(latitude1);
sin1 = Math::sin(latitude1);
}
double v1 = double(i + 1) / rings;

for (int j = 0; j < radial_segments; j++) {
Expand Down
125 changes: 93 additions & 32 deletions scene/resources/3d/primitive_meshes.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -443,15 +443,25 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
v = j;

v /= (rings + 1);
w = sin(0.5 * Math_PI * v);
y = radius * cos(0.5 * Math_PI * v);
if (j == (rings + 1)) {
w = 1.0;
y = 0.0;
} else {
w = Math::sin(0.5 * Math_PI * v);
y = Math::cos(0.5 * Math_PI * v) * radius;
}

for (i = 0; i <= radial_segments; i++) {
u = i;
u /= radial_segments;

x = -sin(u * Math_TAU);
z = cos(u * Math_TAU);
if (i == radial_segments) {
x = 0.0;
z = 1.0;
} else {
x = -Math::sin(u * Math_TAU);
z = Math::cos(u * Math_TAU);
}

Vector3 p = Vector3(x * radius * w, y, -z * radius * w);
points.push_back(p + Vector3(0.0, 0.5 * height - radius, 0.0));
Expand Down Expand Up @@ -492,8 +502,13 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
u = i;
u /= radial_segments;

x = -sin(u * Math_TAU);
z = cos(u * Math_TAU);
if (i == radial_segments) {
x = 0.0;
z = 1.0;
} else {
x = -Math::sin(u * Math_TAU);
z = Math::cos(u * Math_TAU);
}

Vector3 p = Vector3(x * radius, y, -z * radius);
points.push_back(p);
Expand Down Expand Up @@ -527,24 +542,33 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
v = j;

v /= (rings + 1);
v += 1.0;
w = sin(0.5 * Math_PI * v);
y = radius * cos(0.5 * Math_PI * v);
if (j == (rings + 1)) {
w = 0.0;
y = -radius;
} else {
w = Math::cos(0.5 * Math_PI * v);
y = -Math::sin(0.5 * Math_PI * v) * radius;
}

for (i = 0; i <= radial_segments; i++) {
u = i;
u /= radial_segments;

x = -sin(u * Math_TAU);
z = cos(u * Math_TAU);
if (i == radial_segments) {
x = 0.0;
z = 1.0;
} else {
x = -Math::sin(u * Math_TAU);
z = Math::cos(u * Math_TAU);
}

Vector3 p = Vector3(x * radius * w, y, -z * radius * w);
points.push_back(p + Vector3(0.0, -0.5 * height + radius, 0.0));
normals.push_back(p.normalized());
ADD_TANGENT(-z, 0.0, -x, 1.0)
uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
uvs.push_back(Vector2(u, twothirds + v * onethird));
if (p_add_uv2) {
uv2s.push_back(Vector2(u * radial_h, radial_v + height_v + ((v - 1.0) * radial_v)));
uv2s.push_back(Vector2(u * radial_h, radial_v + height_v + v * radial_v));
}
point++;

Expand Down Expand Up @@ -1074,8 +1098,13 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
u = i;
u /= radial_segments;

x = sin(u * Math_TAU);
z = cos(u * Math_TAU);
if (i == radial_segments) {
x = 0.0;
z = 1.0;
} else {
x = Math::sin(u * Math_TAU);
z = Math::cos(u * Math_TAU);
}

Vector3 p = Vector3(x * radius, y, z * radius);
points.push_back(p);
Expand Down Expand Up @@ -1126,8 +1155,13 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
float r = i;
r /= radial_segments;

x = sin(r * Math_TAU);
z = cos(r * Math_TAU);
if (i == radial_segments) {
x = 0.0;
z = 1.0;
} else {
x = Math::sin(r * Math_TAU);
z = Math::cos(r * Math_TAU);
}

u = ((x + 1.0) * 0.25);
v = 0.5 + ((z + 1.0) * 0.25);
Expand Down Expand Up @@ -1168,8 +1202,13 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
float r = i;
r /= radial_segments;

x = sin(r * Math_TAU);
z = cos(r * Math_TAU);
if (i == radial_segments) {
x = 0.0;
z = 1.0;
} else {
x = Math::sin(r * Math_TAU);
z = Math::cos(r * Math_TAU);
}

u = 0.5 + ((x + 1.0) * 0.25);
v = 1.0 - ((z + 1.0) * 0.25);
Expand Down Expand Up @@ -1934,15 +1973,25 @@ void SphereMesh::create_mesh_array(Array &p_arr, float radius, float height, int
float w;

v /= (rings + 1);
w = sin(Math_PI * v);
y = scale * cos(Math_PI * v);
if (j == (rings + 1)) {
w = 0.0;
y = -scale;
} else {
w = Math::sin(Math_PI * v);
y = Math::cos(Math_PI * v) * scale;
}

for (i = 0; i <= radial_segments; i++) {
float u = i;
u /= radial_segments;

x = sin(u * Math_TAU);
z = cos(u * Math_TAU);
if (i == radial_segments) {
x = 0.0;
z = 1.0;
} else {
x = Math::sin(u * Math_TAU);
z = Math::cos(u * Math_TAU);
}

if (is_hemisphere && y < 0.0) {
points.push_back(Vector3(x * radius * w, 0.0, z * radius * w));
Expand Down Expand Up @@ -2144,13 +2193,13 @@ void TorusMesh::_create_mesh_array(Array &p_arr) const {
float inci = float(i) / rings;
float angi = inci * Math_TAU;

Vector2 normali = Vector2(-Math::sin(angi), -Math::cos(angi));
Vector2 normali = (i == rings) ? Vector2(0.0, -1.0) : Vector2(-Math::sin(angi), -Math::cos(angi));

for (int j = 0; j <= ring_segments; j++) {
float incj = float(j) / ring_segments;
float angj = incj * Math_TAU;

Vector2 normalj = Vector2(-Math::cos(angj), Math::sin(angj));
Vector2 normalj = (j == ring_segments) ? Vector2(-1.0, 0.0) : Vector2(-Math::cos(angj), Math::sin(angj));
Vector2 normalk = normalj * radius + Vector2(min_radius + radius, 0);

float offset_h = 0.5 * (1.0 - normalj.x) * delta_h;
Expand All @@ -2159,7 +2208,7 @@ void TorusMesh::_create_mesh_array(Array &p_arr) const {

points.push_back(Vector3(normali.x * normalk.x, normalk.y, normali.y * normalk.x));
normals.push_back(Vector3(normali.x * normalj.x, normalj.y, normali.y * normalj.x));
ADD_TANGENT(-Math::cos(angi), 0.0, Math::sin(angi), 1.0);
ADD_TANGENT(normali.y, 0.0, -normali.x, 1.0);
Comment on lines -2162 to +2211
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Cosine and sine already calculated above: reuse.

uvs.push_back(Vector2(inci, incj));
if (_add_uv2) {
uv2s.push_back(Vector2(offset_h + inci * adj_h, incj * height_v));
Expand Down Expand Up @@ -2434,8 +2483,12 @@ void TubeTrailMesh::_create_mesh_array(Array &p_arr) const {
if (curve.is_valid() && curve->get_point_count() > 0) {
r *= curve->sample_baked(v);
}
float x = sin(u * Math_TAU);
float z = cos(u * Math_TAU);
float x = 0.0;
float z = 1.0;
if (i < radial_steps) {
x = Math::sin(u * Math_TAU);
z = Math::cos(u * Math_TAU);
}

Vector3 p = Vector3(x * r, y, z * r);
points.push_back(p);
Expand Down Expand Up @@ -2503,8 +2556,12 @@ void TubeTrailMesh::_create_mesh_array(Array &p_arr) const {
float r = i;
r /= radial_steps;

float x = sin(r * Math_TAU);
float z = cos(r * Math_TAU);
float x = 0.0;
float z = 1.0;
if (i < radial_steps) {
x = Math::sin(r * Math_TAU);
z = Math::cos(r * Math_TAU);
}

float u = ((x + 1.0) * 0.25);
float v = 0.5 + ((z + 1.0) * 0.25);
Expand Down Expand Up @@ -2568,8 +2625,12 @@ void TubeTrailMesh::_create_mesh_array(Array &p_arr) const {
float r = i;
r /= radial_steps;

float x = sin(r * Math_TAU);
float z = cos(r * Math_TAU);
float x = 0.0;
float z = 1.0;
if (i < radial_steps) {
x = Math::sin(r * Math_TAU);
z = Math::cos(r * Math_TAU);
}

float u = 0.5 + ((x + 1.0) * 0.25);
float v = 1.0 - ((z + 1.0) * 0.25);
Expand Down