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@@ -182,90 +182,6 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces, const Vector<int32_t>
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valid = true;
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}
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-Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
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- uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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-
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- enum {
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- TEST_AABB_BIT = 0,
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- VISIT_LEFT_BIT = 1,
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- VISIT_RIGHT_BIT = 2,
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- VISIT_DONE_BIT = 3,
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- VISITED_BIT_SHIFT = 29,
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- NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
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- VISITED_BIT_MASK = ~NODE_IDX_MASK,
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-
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- };
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-
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- int n_count = 0;
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- Vector3 n;
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-
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- int level = 0;
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-
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- const Triangle *triangleptr = triangles.ptr();
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- // const Vector3 *verticesr = vertices.ptr();
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- const BVH *bvhptr = bvh.ptr();
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-
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- int pos = bvh.size() - 1;
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-
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- stack[0] = pos;
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- while (true) {
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- uint32_t node = stack[level] & NODE_IDX_MASK;
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- const BVH &b = bvhptr[node];
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- bool done = false;
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-
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- switch (stack[level] >> VISITED_BIT_SHIFT) {
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- case TEST_AABB_BIT: {
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- if (!b.aabb.intersects(p_aabb)) {
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- stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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- } else {
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- if (b.face_index >= 0) {
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- const Triangle &s = triangleptr[b.face_index];
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- n += s.normal;
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- n_count++;
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-
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- stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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-
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- } else {
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- stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
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- }
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- }
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- continue;
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- }
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- case VISIT_LEFT_BIT: {
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- stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
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- level++;
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- stack[level] = b.left | TEST_AABB_BIT;
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- continue;
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- }
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- case VISIT_RIGHT_BIT: {
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- stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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- level++;
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- stack[level] = b.right | TEST_AABB_BIT;
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- continue;
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- }
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- case VISIT_DONE_BIT: {
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- if (level == 0) {
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- done = true;
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- break;
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- } else {
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- level--;
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- }
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- continue;
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- }
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- }
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-
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- if (done) {
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- break;
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- }
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- }
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-
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- if (n_count > 0) {
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- n /= n_count;
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- }
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-
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- return n;
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-}
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-
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bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const {
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uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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@@ -468,118 +384,6 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
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return inters;
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}
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-bool TriangleMesh::intersect_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
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- uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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-
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- //p_fully_inside = true;
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-
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- enum {
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- TEST_AABB_BIT = 0,
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- VISIT_LEFT_BIT = 1,
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- VISIT_RIGHT_BIT = 2,
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- VISIT_DONE_BIT = 3,
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- VISITED_BIT_SHIFT = 29,
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- NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
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- VISITED_BIT_MASK = ~NODE_IDX_MASK,
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-
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- };
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-
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- int level = 0;
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-
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- const Triangle *triangleptr = triangles.ptr();
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- const Vector3 *vertexptr = vertices.ptr();
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- const BVH *bvhptr = bvh.ptr();
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-
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- int pos = bvh.size() - 1;
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-
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- stack[0] = pos;
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- while (true) {
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- uint32_t node = stack[level] & NODE_IDX_MASK;
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- const BVH &b = bvhptr[node];
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- bool done = false;
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-
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- switch (stack[level] >> VISITED_BIT_SHIFT) {
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- case TEST_AABB_BIT: {
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- if (!b.aabb.intersects_convex_shape(p_planes, p_plane_count, p_points, p_point_count)) {
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- stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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- } else {
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- if (b.face_index >= 0) {
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- const Triangle &s = triangleptr[b.face_index];
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-
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- for (int j = 0; j < 3; ++j) {
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- const Vector3 &point = vertexptr[s.indices[j]];
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- const Vector3 &next_point = vertexptr[s.indices[(j + 1) % 3]];
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- Vector3 res;
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- bool over = true;
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- for (int i = 0; i < p_plane_count; i++) {
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- const Plane &p = p_planes[i];
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-
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- if (p.intersects_segment(point, next_point, &res)) {
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- bool inisde = true;
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- for (int k = 0; k < p_plane_count; k++) {
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- if (k == i) {
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- continue;
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- }
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- const Plane &pp = p_planes[k];
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- if (pp.is_point_over(res)) {
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- inisde = false;
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- break;
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- }
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- }
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- if (inisde) {
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- return true;
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- }
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- }
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-
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- if (p.is_point_over(point)) {
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- over = false;
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- break;
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- }
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- }
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- if (over) {
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- return true;
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- }
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- }
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-
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- stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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-
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- } else {
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- stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
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- }
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- }
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- continue;
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- }
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- case VISIT_LEFT_BIT: {
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- stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
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- level++;
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- stack[level] = b.left | TEST_AABB_BIT;
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- continue;
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- }
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- case VISIT_RIGHT_BIT: {
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- stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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- level++;
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- stack[level] = b.right | TEST_AABB_BIT;
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- continue;
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- }
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- case VISIT_DONE_BIT: {
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- if (level == 0) {
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- done = true;
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- break;
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- } else {
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- level--;
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- }
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- continue;
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- }
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- }
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-
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- if (done) {
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- break;
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- }
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- }
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-
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- return false;
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-}
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-
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bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale) const {
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uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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