Fix STL to Godot type convertion of polypartition
(cherry picked from commit d16bef8b55
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738d0b7f63
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20dfa4ceaa
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@ -1166,7 +1166,7 @@ int TriangulatorPartition::MonotonePartition(List<TriangulatorPoly> *inpolys, Li
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newedge.p1 = v->p;
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newedge.p2 = v->p;
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edgeIter = edgeTree.lower_bound(newedge);
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if(edgeIter == edgeTree.front()) {
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if(edgeIter == nullptr || edgeIter == edgeTree.front()) {
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error = true;
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break;
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}
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@ -1202,7 +1202,7 @@ int TriangulatorPartition::MonotonePartition(List<TriangulatorPoly> *inpolys, Li
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newedge.p1 = v->p;
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newedge.p2 = v->p;
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edgeIter = edgeTree.lower_bound(newedge);
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if(edgeIter == edgeTree.front()) {
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if(edgeIter == nullptr || edgeIter == edgeTree.front()) {
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error = true;
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break;
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}
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@ -1241,7 +1241,7 @@ int TriangulatorPartition::MonotonePartition(List<TriangulatorPoly> *inpolys, Li
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newedge.p1 = v->p;
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newedge.p2 = v->p;
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edgeIter = edgeTree.lower_bound(newedge);
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if(edgeIter == edgeTree.front()) {
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if(edgeIter == nullptr || edgeIter == edgeTree.front()) {
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error = true;
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break;
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}
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