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Merge pull request #86931 from LeoBelda/fix-create-prism-mesh-division-by-zero
Prevent division by 0 when creating vertices of a PrismMesh
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commit
79791a3855
@ -1476,15 +1476,15 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
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thisrow = point;
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prevrow = 0;
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for (j = 0; j <= (subdivide_h + 1); j++) {
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float scale = (y - start_pos.y) / size.y;
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float scale = j / (subdivide_h + 1.0);
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float scaled_size_x = size.x * scale;
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float start_x = start_pos.x + (1.0 - scale) * size.x * left_to_right;
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float offset_front = (1.0 - scale) * onethird * left_to_right;
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float offset_back = (1.0 - scale) * onethird * (1.0 - left_to_right);
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float v = j;
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float v2 = j / (subdivide_h + 1.0);
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v /= (2.0 * (subdivide_h + 1.0));
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float v2 = scale;
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v /= 2.0 * (subdivide_h + 1.0);
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x = 0.0;
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for (i = 0; i <= (subdivide_w + 1); i++) {
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@ -1566,16 +1566,16 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
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thisrow = point;
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prevrow = 0;
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for (j = 0; j <= (subdivide_h + 1); j++) {
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float v = j;
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float v2 = j / (subdivide_h + 1.0);
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v /= (2.0 * (subdivide_h + 1.0));
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float left, right;
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float scale = (y - start_pos.y) / size.y;
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float scale = j / (subdivide_h + 1.0);
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left = start_pos.x + (size.x * (1.0 - scale) * left_to_right);
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right = left + (size.x * scale);
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float v = j;
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float v2 = scale;
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v /= 2.0 * (subdivide_h + 1.0);
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z = start_pos.z;
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for (i = 0; i <= (subdivide_d + 1); i++) {
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float u = i;
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