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authorMorris Tabor <80684659+mortarroad@users.noreply.github.com>2021-08-20 14:44:56 +0200
committerMorris Tabor <80684659+mortarroad@users.noreply.github.com>2021-08-20 14:44:56 +0200
commit054c7a125f6176a8343cd36faa0ee93b47dc7b30 (patch)
treed68c7d79387881c9bd73eccc7e545477f6d88343 /core/math
parent75697c0dfda2c4bbb5456b78d54cd6a2664c8a49 (diff)
Fix winding of new convex hull implementation.
Diffstat (limited to 'core/math')
-rw-r--r--core/math/convex_hull.cpp11
1 files changed, 10 insertions, 1 deletions
diff --git a/core/math/convex_hull.cpp b/core/math/convex_hull.cpp
index 682a7ea39e..21cb0efe20 100644
--- a/core/math/convex_hull.cpp
+++ b/core/math/convex_hull.cpp
@@ -2278,9 +2278,18 @@ Error ConvexHullComputer::convex_hull(const Vector<Vector3> &p_points, Geometry3
e = e->get_next_edge_of_face();
} while (e != e_start);
+ // reverse indices: Godot wants clockwise, but this is counter-clockwise
+ if (face.indices.size() > 2) {
+ // reverse all but the first index.
+ int *indices = face.indices.ptrw();
+ for (int c = 0; c < (face.indices.size() - 1) / 2; c++) {
+ SWAP(indices[c + 1], indices[face.indices.size() - 1 - c]);
+ }
+ }
+
// compute normal
if (face.indices.size() >= 3) {
- face.plane = Plane(r_mesh.vertices[face.indices[0]], r_mesh.vertices[face.indices[2]], r_mesh.vertices[face.indices[1]]);
+ face.plane = Plane(r_mesh.vertices[face.indices[0]], r_mesh.vertices[face.indices[1]], r_mesh.vertices[face.indices[2]]);
} else {
WARN_PRINT("Too few vertices per face.");
}