Fix MSVC warning for potential mod by 0 (C4724)

(cherry picked from commit 9d3f4cad6d)
This commit is contained in:
Matthew Love
2025-05-20 13:42:39 +01:00
committed by Thaddeus Crews
parent e531f3eb7b
commit f103340d38

View File

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