Clean up and fix some situations where triangulation may fail, closes #26366
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@ -307,7 +307,9 @@ void Polygon2D::_notification(int p_what) {
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if (invert || polygons.size() == 0) {
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Vector<int> indices = Geometry::triangulate_polygon(points);
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VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
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if (indices.size()) {
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VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
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}
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} else {
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//draw individual polygons
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Vector<int> total_indices;
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@ -758,11 +758,12 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
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Item *canvas_item = canvas_item_owner.getornull(p_item);
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ERR_FAIL_COND(!canvas_item);
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int ps = p_points.size();
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ERR_FAIL_COND(!p_colors.empty() && p_colors.size() != ps && p_colors.size() != 1);
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ERR_FAIL_COND(!p_uvs.empty() && p_uvs.size() != ps);
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ERR_FAIL_COND(!p_bones.empty() && p_bones.size() != ps * 4);
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ERR_FAIL_COND(!p_weights.empty() && p_weights.size() != ps * 4);
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int vertex_count = p_points.size();
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ERR_FAIL_COND(vertex_count==0);
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ERR_FAIL_COND(!p_colors.empty() && p_colors.size() != vertex_count && p_colors.size() != 1);
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ERR_FAIL_COND(!p_uvs.empty() && p_uvs.size() != vertex_count);
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ERR_FAIL_COND(!p_bones.empty() && p_bones.size() != vertex_count * 4);
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ERR_FAIL_COND(!p_weights.empty() && p_weights.size() != vertex_count * 4);
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Vector<int> indices = p_indices;
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@ -770,9 +771,9 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
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if (indices.empty()) {
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ERR_FAIL_COND(ps % 3 != 0);
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ERR_FAIL_COND(vertex_count % 3 != 0);
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if (p_count == -1)
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count = ps;
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count = vertex_count;
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} else {
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ERR_FAIL_COND(indices.size() % 3 != 0);
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