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				synced 2025-11-03 23:21:15 +00:00 
			
		
		
		
	Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp`
		
			
				
	
	
		
			236 lines
		
	
	
	
		
			7.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			236 lines
		
	
	
	
		
			7.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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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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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2019 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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#ifndef CSG_H
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#define CSG_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/vector3.h"
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#include "core/oa_hash_map.h"
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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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		OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
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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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