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@@ -88,7 +88,7 @@ static inline bool ray_intersects_triangle(const Vector3 &p_from, const Vector3
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Vector3 edge2 = p_vertices[2] - p_vertices[0];
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Vector3 h = p_dir.cross(edge2);
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real_t a = edge1.dot(h);
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- // Check if ray is parrallel to triangle.
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+ // Check if ray is parallel to triangle.
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if (Math::is_zero_approx(a))
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return false;
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real_t f = 1.0 / a;
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@@ -818,7 +818,7 @@ void CSGBrushOperation::Build2DFaces::_add_vertex_idx_sorted(Vector<int> &r_vert
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int axis = 0;
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if (Math::abs(new_point.x - first_point.x) < Math::abs(new_point.y - first_point.y)) axis = 1;
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- // Add it to the beginnig or the end appropriately.
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+ // Add it to the beginning or the end appropriately.
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if (new_point[axis] < first_point[axis])
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r_vertex_indices.insert(0, p_new_vertex_index);
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else
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@@ -868,7 +868,7 @@ void CSGBrushOperation::Build2DFaces::_merge_faces(const Vector<int> &p_segment_
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inner_idx = p_segment_indices[segments + segments / 2 - sorted_idx];
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}
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- // Find the mergable faces.
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+ // Find the mergeable faces.
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Vector<int> merge_faces_idx;
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Vector<Face2D> merge_faces;
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Vector<int> merge_faces_inner_vertex_idx;
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