fix(wipeout): close rectangular fill loop so the mask stops bleeding

The GPU in_polygon ray-cast walks sequential boundary pairs and never
wraps last→first, so it needs an explicit closing vertex. The polygon
fill branch already appends one, but the rectangular branch returned a
bare 4-corner quad — the v3→v0 (left) edge went untested and the solid
mask bled past the boundary. Newly created wipeouts take this branch,
so the fill rendered wider than the clicked box while the border/grips
(drawn as wires) stayed correct. Repeat corner 0 to close the loop.

Co-Authored-By: Claude Opus 4.8 <[email protected]>
This commit is contained in:
Hakan SevenandClaude Opus 4.8 committed 2026-06-11 18:10:47 +03:00
1 parent ece5d50796
commit 28a30de15d
1 file changed
+5
+5
View File
@@ -3870,11 +3870,16 @@ impl Scene {
let vx = (wo.v_vector.x * wo.size.y) as f32;
let vy = (wo.v_vector.y * wo.size.y) as f32;
let _ = oz;
// Close the loop (repeat corner 0): the GPU `in_polygon` ray-cast
// walks sequential vertex pairs and never wraps last→first, so an
// unclosed quad leaves the v3→v0 edge untested and the solid mask
// bleeds past the boundary — same reason the polygon branch closes.
vec![
[ox, oy],
[ox + ux, oy + uy],
[ox + ux + vx, oy + uy + vy],
[ox + vx, oy + vy],
[ox, oy],
]
}
}