Fix T38335: incorrect triangle index in raycast with more than 2 quads

eb81153896 broke the fix for T38335, and this fix was incomplete, now we iterate by triangles and polys in the same while block.
This commit is contained in:
Porteries Tristan 2015-05-09 18:45:54 +02:00
parent 2840a5de8f
commit 8647c7d501
Notes: blender-bot 2023-02-14 11:18:04 +01:00
Referenced by issue #38335, Raycast and replaceMesh
1 changed files with 12 additions and 5 deletions

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@ -2436,7 +2436,9 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject *gameobj, class RA
m_polygonIndexArray.resize(tot_bt_tris);
for (int p = 0; p < numpolys; p++) {
int p = 0;
int t = 0;
while (t < tot_bt_tris) {
RAS_Polygon *poly = meshobj->GetPolygon(p);
if (poly->IsCollider()) {
@ -2465,12 +2467,17 @@ bool CcdShapeConstructionInfo::UpdateMesh(class KX_GameObject *gameobj, class RA
*tri_pt++ = vert_remap_array[v_orig];
}
}
m_polygonIndexArray[p] = p;
// first triangle
m_polygonIndexArray[t] = p;
// if the poly is a quad we transform it in two triangles
if (poly->VertexCount() == 4) {
p++;
// if the poly is a quad we transform it in two triangles
m_polygonIndexArray[p] = p;
t++;
// second triangle
m_polygonIndexArray[t] = p;
}
t++;
p++;
}
}