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Re-orient capsule to colission shape
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@ -171,7 +171,9 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) {
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float onethird = 1.0 / 3.0;
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float twothirds = 2.0 / 3.0;
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set_aabb(Rect3(Vector3(-radius, (mid_height * -0.5) - radius, -radius), Vector3(radius * 2.0, mid_height + (2.0 * radius), radius * 2.0)));
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// note, this has been aligned with our collision shape but I've left the descriptions as top/middle/bottom
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set_aabb(Rect3(Vector3(-radius, -radius, (mid_height * -0.5) - radius), Vector3(radius * 2.0, radius * 2.0, mid_height + (2.0 * radius))));
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PoolVector<Vector3> points;
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PoolVector<Vector3> normals;
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@ -195,19 +197,19 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) {
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v /= (rings + 1);
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w = sin(0.5 * Math_PI * v);
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y = radius * cos(0.5 * Math_PI * v);
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z = radius * cos(0.5 * Math_PI * v);
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for (i = 0; i <= radial_segments; i++) {
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u = i;
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u /= radial_segments;
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x = sin(u * (Math_PI * 2.0));
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z = cos(u * (Math_PI * 2.0));
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y = -cos(u * (Math_PI * 2.0));
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Vector3 p = Vector3(x * radius * w, y, z * radius * w);
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points.push_back(p + Vector3(0.0, 0.5 * mid_height, 0.0));
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Vector3 p = Vector3(x * radius * w, y * radius * w, z);
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points.push_back(p + Vector3(0.0, 0.0, 0.5 * mid_height));
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normals.push_back(p.normalized());
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ADD_TANGENT(-z, 0.0, x, -1.0)
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ADD_TANGENT(y, -x, 0.0, -1.0)
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uvs.push_back(Vector2(u, v * onethird));
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point++;
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@ -233,20 +235,20 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) {
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v = j;
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v /= (rings + 1);
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y = mid_height * v;
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y = (mid_height * 0.5) - y;
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z = mid_height * v;
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z = (mid_height * 0.5) - z;
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for (i = 0; i <= radial_segments; i++) {
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u = i;
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u /= radial_segments;
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x = sin(u * (Math_PI * 2.0));
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z = cos(u * (Math_PI * 2.0));
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y = -cos(u * (Math_PI * 2.0));
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Vector3 p = Vector3(x * radius, y, z * radius);
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Vector3 p = Vector3(x * radius, y * radius, z);
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points.push_back(p);
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normals.push_back(Vector3(x, 0.0, z));
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ADD_TANGENT(-z, 0.0, x, -1.0)
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normals.push_back(Vector3(x, y, 0.0));
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ADD_TANGENT(y, -x, 0.0, -1.0)
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uvs.push_back(Vector2(u, onethird + (v * onethird)));
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point++;
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@ -275,19 +277,19 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) {
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v /= (rings + 1);
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v += 1.0;
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w = sin(0.5 * Math_PI * v);
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y = radius * cos(0.5 * Math_PI * v);
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z = radius * cos(0.5 * Math_PI * v);
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for (i = 0; i <= radial_segments; i++) {
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float u = i;
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u /= radial_segments;
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x = sin(u * (Math_PI * 2.0));
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z = cos(u * (Math_PI * 2.0));
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y = -cos(u * (Math_PI * 2.0));
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Vector3 p = Vector3(x * radius * w, y, z * radius * w);
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points.push_back(p + Vector3(0.0, -0.5 * mid_height, 0.0));
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Vector3 p = Vector3(x * radius * w, y * radius * w, z);
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points.push_back(p + Vector3(0.0, 0.0, -0.5 * mid_height));
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normals.push_back(p.normalized());
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ADD_TANGENT(-z, 0.0, x, -1.0)
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ADD_TANGENT(y, -x, 0.0, -1.0)
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uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
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point++;
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