Fix visible seam on smoothed sphere and cylinder shapes #58208
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Fix visible seam on smoothed sphere and cylinder shapes, cause by a bad normal computation at the junction between the first and last radial segment of the shapes (#58207).
The problem is due to the fact that smoothed normals are computed by accumulating the normals of all the faces shared by a single vertex, found from a lookup hash table, and then normalized (see
vec_map
inCSGShape3D::_update_shape()
). But probably due to floating point errors and the way the hash of a Vector3D is computed, the vertices on the first and the last radial segment are not detected as sharing the same faces so the computed normal is wrong.The fix here is to detect if we are on the last radial segment, and if it is the case compute the points exactly as it was done for the first radial segment, so the results are the same and they are matched together by the hash table.
Before
After