Fix byte packing (and buffer overrun) in godot_webxr_get_bounds_geometry()
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1 changed files with 3 additions and 4 deletions
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@ -584,12 +584,11 @@ const GodotWebXR = {
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}
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const buf = GodotRuntime.malloc(point_count * 3 * 4);
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GodotRuntime.setHeapValue(buf, point_count, 'i32');
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for (let i = 0; i < point_count; i++) {
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const point = GodotWebXR.space.boundsGeometry[i];
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GodotRuntime.setHeapValue(buf + ((i * 3) + 1) * 4, point.x, 'float');
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GodotRuntime.setHeapValue(buf + ((i * 3) + 2) * 4, point.y, 'float');
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GodotRuntime.setHeapValue(buf + ((i * 3) + 3) * 4, point.z, 'float');
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GodotRuntime.setHeapValue(buf + ((i * 3) + 0) * 4, point.x, 'float');
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GodotRuntime.setHeapValue(buf + ((i * 3) + 1) * 4, point.y, 'float');
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GodotRuntime.setHeapValue(buf + ((i * 3) + 2) * 4, point.z, 'float');
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}
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GodotRuntime.setHeapValue(r_points, buf, 'i32');
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