change points order in plane3_for_points( const BasicVector3<Element>& p0, const BasicVector3<Element>& p1, const BasicVector3<Element>& p2 )
to be consistent over the related code to omit points swap there and there
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@@ -467,7 +467,7 @@ void Brush::vertexModeBuildHull( bool allTransformed /*= false*/ ){
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static_cast<double>( i.m_vertexTransformed.y() ),
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static_cast<double>( i.m_vertexTransformed.z() ) ) );
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}
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auto hull = quickhull.getConvexHull( pointCloud, false, true );
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auto hull = quickhull.getConvexHull( pointCloud, true, true );
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const auto& indexBuffer = hull.getIndexBuffer();
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const size_t triangleCount = indexBuffer.size() / 3;
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VertexModePlanes vertexModePlanes;
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@@ -490,7 +490,7 @@ void Brush::vertexModeBuildHull( bool allTransformed /*= false*/ ){
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if( vector3_dot( plane.normal(), face->getPlane().plane3().normal() ) < 0 ){ //likely reversed plane
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transformed = true;
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}
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vertexModePlanes.push_back( VertexModePlane( plane, face, v[0], v[2], v[1], transformed ) );
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vertexModePlanes.push_back( VertexModePlane( plane, face, v[0], v[1], v[2], transformed ) );
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}
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else{
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it->m_transformed |= transformed;
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