forked from blender/blender
main sync #3
@ -1103,7 +1103,10 @@ static int poly_find_doubles(const OffsetIndices<int> poly_corners_offsets,
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/* Fills the `r_buffer` buffer with the intersection of the arrays in `buffer_a` and `buffer_b`.
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* `buffer_a` and `buffer_b` have a sequence of sorted, non-repeating indices representing
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* polygons. */
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const auto intersect = [](const Span<int> buffer_a, const Span<int> buffer_b, int *r_buffer) {
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const auto intersect = [](const Span<int> buffer_a,
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const Span<int> buffer_b,
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const BitVector<> is_double,
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int *r_buffer) {
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int result_num = 0;
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int index_a = 0, index_b = 0;
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while (index_a < buffer_a.size() && index_b < buffer_b.size()) {
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@ -1117,7 +1120,12 @@ static int poly_find_doubles(const OffsetIndices<int> poly_corners_offsets,
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}
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else {
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/* Equality. */
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/* Do not add duplicates.
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* As they are already in the original array, this can cause buffer overflow. */
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if (!is_double[value_a]) {
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r_buffer[result_num++] = value_a;
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}
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index_a++;
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index_b++;
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}
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@ -1204,6 +1212,7 @@ static int poly_find_doubles(const OffsetIndices<int> poly_corners_offsets,
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int *isect_result = doubles_buffer.data() + doubles_buffer_num + 1;
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/* `polys_a` are the polygons connected to the first corner. So skip the first corner. */
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for (int corner_index : IndexRange(corner_first + 1, corner_num - 1)) {
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elem_index = corners[corner_index];
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link_offs = linked_polys_offset[elem_index];
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@ -1217,8 +1226,10 @@ static int poly_find_doubles(const OffsetIndices<int> poly_corners_offsets,
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polys_b_num--;
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} while (poly_to_test != poly_index);
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doubles_num = intersect(
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Span<int>{polys_a, polys_a_num}, Span<int>{polys_b, polys_b_num}, isect_result);
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doubles_num = intersect(Span<int>{polys_a, polys_a_num},
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Span<int>{polys_b, polys_b_num},
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is_double,
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isect_result);
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if (doubles_num == 0) {
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break;
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@ -1236,6 +1247,12 @@ static int poly_find_doubles(const OffsetIndices<int> poly_corners_offsets,
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}
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doubles_buffer_num += doubles_num;
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doubles_offsets.append(++doubles_buffer_num);
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if ((doubles_buffer_num + 1) == poly_num) {
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/* The last slot is the remaining unduplicated polygon.
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* Avoid checking intersection as there are no more slots left. */
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break;
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}
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}
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}
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