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@@ -31,20 +31,21 @@
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#ifndef CSG_H
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#define CSG_H
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+#include "core/list.h"
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#include "core/map.h"
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#include "core/math/aabb.h"
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#include "core/math/plane.h"
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-#include "core/math/rect2.h"
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#include "core/math/transform.h"
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+#include "core/math/vector2.h"
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#include "core/math/vector3.h"
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#include "core/oa_hash_map.h"
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-
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+#include "core/reference.h"
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+#include "core/vector.h"
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#include "scene/resources/material.h"
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struct CSGBrush {
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struct Face {
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-
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Vector3 vertices[3];
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Vector2 uvs[3];
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AABB aabb;
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@@ -56,12 +57,11 @@ struct CSGBrush {
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Vector<Face> faces;
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Vector<Ref<Material> > materials;
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- void _regen_face_aabbs();
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- //create a brush from faces
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+ inline void _regen_face_aabbs();
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+
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+ // Create a brush from faces.
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void build_from_faces(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs, const Vector<bool> &p_smooth, const Vector<Ref<Material> > &p_materials, const Vector<bool> &p_invert_faces);
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void copy_from(const CSGBrush &p_brush, const Transform &p_xform);
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-
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- void clear();
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};
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struct CSGBrushOperation {
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@@ -70,12 +70,23 @@ struct CSGBrushOperation {
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OPERATION_UNION,
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OPERATION_INTERSECTION,
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OPERATION_SUBSTRACTION,
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-
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};
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+ void merge_brushes(Operation p_operation, const CSGBrush &p_brush_a, const CSGBrush &p_brush_b, CSGBrush &r_merged_brush, float p_vertex_snap);
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+
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struct MeshMerge {
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- struct BVH {
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+ struct Face {
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+ bool from_b;
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+ bool inside;
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+ int points[3];
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+ Vector2 uvs[3];
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+ bool smooth;
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+ bool invert;
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+ int material_idx;
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+ };
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+
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+ struct FaceBVH {
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int face;
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int left;
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int right;
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@@ -84,32 +95,23 @@ struct CSGBrushOperation {
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AABB aabb;
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};
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- struct BVHCmpX {
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-
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- bool operator()(const BVH *p_left, const BVH *p_right) const {
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-
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+ struct FaceBVHCmpX {
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+ _FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
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return p_left->center.x < p_right->center.x;
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}
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};
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- struct BVHCmpY {
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-
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- bool operator()(const BVH *p_left, const BVH *p_right) const {
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-
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+ struct FaceBVHCmpY {
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+ _FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
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return p_left->center.y < p_right->center.y;
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}
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};
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- struct BVHCmpZ {
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-
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- bool operator()(const BVH *p_left, const BVH *p_right) const {
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-
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+ struct FaceBVHCmpZ {
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+ _FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
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return p_left->center.z < p_right->center.z;
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}
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};
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- int _bvh_count_intersections(BVH *bvhptr, int p_max_depth, int p_bvh_first, const Vector3 &p_begin, const Vector3 &p_end, int p_exclude) const;
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- int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
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-
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struct VertexKey {
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int32_t x, y, z;
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_FORCE_INLINE_ bool operator<(const VertexKey &p_key) const {
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@@ -138,99 +140,59 @@ struct CSGBrushOperation {
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}
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};
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- OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
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-
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Vector<Vector3> points;
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-
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- struct Face {
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- bool from_b;
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- bool inside;
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- int points[3];
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- Vector2 uvs[3];
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- bool smooth;
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- bool invert;
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- int material_idx;
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- };
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-
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Vector<Face> faces;
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-
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Map<Ref<Material>, int> materials;
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-
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Map<Vector3, int> vertex_map;
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- void add_face(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, const Vector2 &p_uv_a, const Vector2 &p_uv_b, const Vector2 &p_uv_c, bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b);
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- // void add_face(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, bool p_from_b);
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-
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+ OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
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float vertex_snap;
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+
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+ inline void _add_distance(List<real_t> &r_intersectionsA, List<real_t> &r_intersectionsB, bool p_from_B, real_t p_distance) const;
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+ inline bool _bvh_inside(FaceBVH *facebvhptr, int p_max_depth, int p_bvh_first, int p_face_idx) const;
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+ inline int _create_bvh(FaceBVH *facebvhptr, FaceBVH **facebvhptrptr, int p_from, int p_size, int p_depth, int &r_max_depth, int &r_max_alloc);
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+
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+ void add_face(const Vector3 p_points[3], const Vector2 p_uvs[3], bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b);
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void mark_inside_faces();
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};
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- struct BuildPoly {
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+ struct Build2DFaces {
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- Plane plane;
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- Transform to_poly;
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- Transform to_world;
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- int face_index;
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-
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- struct Point {
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+ struct Vertex2D {
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Vector2 point;
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Vector2 uv;
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};
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- Vector<Point> points;
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-
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- struct Edge {
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- bool outer;
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- int points[2];
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- Edge() {
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- outer = false;
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- }
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+ struct Face2D {
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+ int vertex_idx[3];
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};
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- Vector<Edge> edges;
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- Ref<Material> material;
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- bool smooth;
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- bool invert;
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-
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- int base_edges; //edges from original triangle, even if split
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-
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- void _clip_segment(const CSGBrush *p_brush, int p_face, const Vector2 *segment, MeshMerge &mesh_merge, bool p_for_B);
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-
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- void create(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B);
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- void clip(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B);
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- };
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-
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- struct PolyPoints {
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-
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- Vector<int> points;
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-
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- Vector<Vector<int> > holes;
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- };
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-
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- struct EdgeSort {
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- int edge;
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- int prev_point;
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- int edge_point;
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- float angle;
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- bool operator<(const EdgeSort &p_edge) const { return angle < p_edge.angle; }
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+ Vector<Vertex2D> vertices;
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+ Vector<Face2D> faces;
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+ Plane plane;
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+ Transform to_2D;
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+ Transform to_3D;
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+ float vertex_snap2;
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+
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+ inline int _get_point_idx(const Vector2 &p_point);
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+ inline int _add_vertex(const Vertex2D &p_vertex);
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+ inline void _add_vertex_idx_sorted(Vector<int> &r_vertex_indices, int p_new_vertex_index);
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+ inline void _merge_faces(const Vector<int> &p_segment_indices);
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+ inline void _find_edge_intersections(const Vector2 p_segment_points[2], Vector<int> &r_segment_indices);
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+ inline int _insert_point(const Vector2 &p_point);
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+
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+ void insert(const CSGBrush &p_brush, int p_brush_face);
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+ void addFacesToMesh(MeshMerge &r_mesh_merge, bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b);
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+
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+ Build2DFaces() {}
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+ Build2DFaces(const CSGBrush &p_brush, int p_brush_face, float p_vertex_snap2);
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};
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- struct CallbackData {
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- const CSGBrush *A;
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- const CSGBrush *B;
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- int face_a;
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- CSGBrushOperation *self;
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- Map<int, BuildPoly> build_polys_A;
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- Map<int, BuildPoly> build_polys_B;
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+ struct Build2DFaceCollection {
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+ Map<int, Build2DFaces> build2DFacesA;
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+ Map<int, Build2DFaces> build2DFacesB;
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};
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- void _add_poly_points(const BuildPoly &p_poly, int p_edge, int p_from_point, int p_to_point, const Vector<Vector<int> > &vertex_process, Vector<bool> &edge_process, Vector<PolyPoints> &r_poly);
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- void _add_poly_outline(const BuildPoly &p_poly, int p_from_point, int p_to_point, const Vector<Vector<int> > &vertex_process, Vector<int> &r_outline);
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- void _merge_poly(MeshMerge &mesh, int p_face_idx, const BuildPoly &p_poly, bool p_from_b);
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-
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- void _collision_callback(const CSGBrush *A, int p_face_a, Map<int, BuildPoly> &build_polys_a, const CSGBrush *B, int p_face_b, Map<int, BuildPoly> &build_polys_b, MeshMerge &mesh_merge);
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-
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- static void _collision_callbacks(void *ud, int p_face_b);
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- void merge_brushes(Operation p_operation, const CSGBrush &p_A, const CSGBrush &p_B, CSGBrush &result, float p_snap = 0.001);
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+ void update_faces(const CSGBrush &p_brush_a, const int p_face_idx_a, const CSGBrush &p_brush_b, const int p_face_idx_b, Build2DFaceCollection &p_collection, float p_vertex_snap);
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};
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#endif // CSG_H
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