forked from bartvdbraak/blender
Fix T38335: incorrect triangle index in raycast result
Previously we forgot to do a special operation for indexes to convert a quad to two triangles.
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a08d90f070
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@ -2382,7 +2382,6 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject *gameobj, class RA
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* RAS Mesh Update
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*
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* */
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/* Note!, gameobj can be NULL here */
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/* transverts are only used for deformed RAS_Meshes, the RAS_TexVert data
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@ -2437,7 +2436,7 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject *gameobj, class RA
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m_polygonIndexArray.resize(tot_bt_tris);
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for (int p = 0; p < numpolys; p++) {
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for (int p = 0; p < numpolys;) {
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RAS_Polygon *poly = meshobj->GetPolygon(p);
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if (poly->IsCollider()) {
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@ -2466,7 +2465,12 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject *gameobj, class RA
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*tri_pt++ = vert_remap_array[v_orig];
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}
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}
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m_polygonIndexArray[p] = p; /* dumb counting */
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m_polygonIndexArray[p] = p;
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if (poly->VertexCount() == 4) {
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// if the poly is a quad we transform it in two triangles
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m_polygonIndexArray[p + 1] = p++;
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}
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p++;
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}
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}
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