Forward and reverse test for point in poly collisions
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@ -302,6 +302,11 @@ static inline bool Collide( const SHAPE_LINE_CHAIN_BASE& aA, const SHAPE_LINE_CH
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closest_dist = 0;
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closest_dist = 0;
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nearest = aA.GetPoint( 0 );
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nearest = aA.GetPoint( 0 );
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}
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}
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else if( aA.IsClosed() && aB.GetPointCount() > 0 && aA.PointInside( aB.GetPoint( 0 ) ) )
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{
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closest_dist = 0;
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nearest = aB.GetPoint( 0 );
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}
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else
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else
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{
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{
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std::vector<SEG> a_segs;
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std::vector<SEG> a_segs;
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