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@@ -98,8 +98,10 @@ void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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float depth = polygon->get_depth() * 0.5;
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Vector<Vector3> lines;
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- for (int i = 0; i < points.size(); i++) {
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- int n = (i + 1) % points.size();
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+ const int points_size = points.size();
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+
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+ for (int i = 0; i < points_size; i++) {
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+ int n = (i + 1) % points_size;
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lines.push_back(Vector3(points[i].x, points[i].y, depth));
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lines.push_back(Vector3(points[n].x, points[n].y, depth));
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lines.push_back(Vector3(points[i].x, points[i].y, -depth));
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@@ -119,13 +121,13 @@ void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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// Determine orientation of the 2D polygon's vertices to determine
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// which direction to draw outer polygons.
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float signed_area = 0.0f;
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- for (int i = 0; i < points.size(); i++) {
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- const int j = (i + 1) % points.size();
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+ for (int i = 0; i < points_size; i++) {
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+ const int j = (i + 1) % points_size;
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signed_area += points[i].x * points[j].y - points[j].x * points[i].y;
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}
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// Generate triangles for the sides of the extruded polygon.
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- for (int i = 0; i < points.size(); i++) {
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+ for (int i = 0; i < points_size; i++) {
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verts.push_back(Vector3(points[i].x, points[i].y, depth));
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verts.push_back(Vector3(points[i].x, points[i].y, -depth));
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@@ -133,10 +135,11 @@ void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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colors.push_back(collision_color);
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}
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- for (int i = 0; i < verts.size(); i += 2) {
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- const int j = (i + 1) % verts.size();
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- const int k = (i + 2) % verts.size();
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- const int l = (i + 3) % verts.size();
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+ const int verts_size = verts.size();
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+ for (int i = 0; i < verts_size; i += 2) {
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+ const int j = (i + 1) % verts_size;
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+ const int k = (i + 2) % verts_size;
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+ const int l = (i + 3) % verts_size;
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indices.push_back(i);
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if (signed_area < 0) {
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@@ -165,18 +168,19 @@ void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Vector<Color> cap_colours_bottom;
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Vector<int> cap_indices_bottom;
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- const int index_offset = verts.size();
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+ const int index_offset = verts_size;
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const Vector<Vector2> &convex = decomp[i];
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+ const int convex_size = convex.size();
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- for (int j = 0; j < convex.size(); j++) {
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+ for (int j = 0; j < convex_size; j++) {
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cap_verts_bottom.push_back(Vector3(convex[j].x, convex[j].y, -depth));
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cap_colours_bottom.push_back(collision_color);
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}
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- if (convex.size() >= 3) {
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- for (int j = 1; j < convex.size(); j++) {
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- const int k = (j + 1) % convex.size();
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+ if (convex_size >= 3) {
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+ for (int j = 1; j < convex_size; j++) {
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+ const int k = (j + 1) % convex_size;
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cap_indices_bottom.push_back(index_offset + 0);
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cap_indices_bottom.push_back(index_offset + j);
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@@ -194,18 +198,19 @@ void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Vector<Color> cap_colours_top;
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Vector<int> cap_indices_top;
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- const int index_offset = verts.size();
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+ const int index_offset = verts_size;
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const Vector<Vector2> &convex = decomp[i];
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+ const int convex_size = convex.size();
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- for (int j = 0; j < convex.size(); j++) {
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+ for (int j = 0; j < convex_size; j++) {
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cap_verts_top.push_back(Vector3(convex[j].x, convex[j].y, depth));
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cap_colours_top.push_back(collision_color);
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}
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- if (convex.size() >= 3) {
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- for (int j = 1; j < convex.size(); j++) {
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- const int k = (j + 1) % convex.size();
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+ if (convex_size >= 3) {
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+ for (int j = 1; j < convex_size; j++) {
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+ const int k = (j + 1) % convex_size;
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cap_indices_top.push_back(index_offset + k);
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cap_indices_top.push_back(index_offset + j);
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