2018-05-16 14:19:33 -03:00
										 
									 
								 
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								/*************************************************************************/
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								/*  csg.h                                                                */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2020-01-01 11:16:22 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in all copies or substantial portions of the Software.       */
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								/*                                                                       */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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											2018-04-27 21:52:15 -03:00
										 
									 
								 
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								#ifndef CSG_H
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								#define CSG_H
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											2018-09-11 18:13:45 +02:00
										 
									 
								 
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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/vector3.h"
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								#include "core/oa_hash_map.h"
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											2019-02-12 13:30:56 +01:00
										 
									 
								 
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								#include "core/pool_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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										Vector3 vertices[3];
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										Vector2 uvs[3];
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										AABB aabb;
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										bool smooth;
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										bool invert;
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										int material;
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									};
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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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									void build_from_faces(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uvs, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials, const PoolVector<bool> &p_invert_faces);
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									void copy_from(const CSGBrush &p_brush, const Transform &p_xform);
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									void clear();
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								};
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								struct CSGBrushOperation {
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									enum Operation {
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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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									struct MeshMerge {
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										struct BVH {
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											int face;
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											int left;
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											int right;
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											int next;
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											Vector3 center;
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											AABB aabb;
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										};
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										struct BVHCmpX {
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											bool operator()(const BVH *p_left, const BVH *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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											bool operator()(const BVH *p_left, const BVH *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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											bool operator()(const BVH *p_left, const BVH *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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										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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												if (x == p_key.x) {
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													if (y == p_key.y) {
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														return z < p_key.z;
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													} else {
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														return y < p_key.y;
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													}
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												} else {
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													return x < p_key.x;
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												}
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											}
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											_FORCE_INLINE_ bool operator==(const VertexKey &p_key) const {
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												return (x == p_key.x && y == p_key.y && z == p_key.z);
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											}
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										};
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										struct VertexKeyHash {
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											static _FORCE_INLINE_ uint32_t hash(const VertexKey &p_vk) {
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												uint32_t h = hash_djb2_one_32(p_vk.x);
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												h = hash_djb2_one_32(p_vk.y, h);
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												h = hash_djb2_one_32(p_vk.z, h);
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												return h;
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											}
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										};
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											2018-05-03 14:40:55 +02:00
										 
									 
								 
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										OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
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											2018-04-27 21:52:15 -03:00
										 
									 
								 
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										Vector<Vector3> points;
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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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										Vector<Face> faces;
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										Map<Ref<Material>, int> materials;
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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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										float vertex_snap;
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										void mark_inside_faces();
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									};
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									struct BuildPoly {
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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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										struct Point {
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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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										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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										};
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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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										int base_edges; //edges from original triangle, even if split
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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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										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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									struct PolyPoints {
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										Vector<int> points;
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										Vector<Vector<int> > holes;
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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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									};
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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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									};
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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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									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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									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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								};
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								#endif // CSG_H
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