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Fix CSG edge case causing intersection line to hit on common edge of 2 triangles.
The previous implementation assumed that the intersection entered or exited a
shape when it hit right on the common edge of 2 triangles. However, there is
also a case where it just "skirts" the other shape on the outside.
To fix this, we added code to check the intersection distance and if the
normals of the faces are pointed in the same direction as the intersection or
not (e.g. inner product > 0). This handles the case where the intersection
line hits the common edge of 2 triangles and skirts the other shape on the
outside.
Extended code to cover a third case.
Fixesgodotengine#58637.
Co-authored-by: OldBelge <StevenGeens@users.noreply.github.com>
Copy file name to clipboardexpand all lines: modules/csg/doc_classes/CSGShape3D.xml
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The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent.
Snap makes the mesh snap to a given distance so that the faces of two meshes can be perfectly aligned. A lower value results in greater precision but may be harder to adjust.
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Snap makes the mesh vertices snap to a given distance so that the faces of two meshes can be perfectly aligned. A lower value results in greater precision but may be harder to adjust.
Adds a collision shape to the physics engine for our CSG shape. This will always act like a static body. Note that the collision shape is still active even if the CSG shape itself is hidden. See also [member collision_mask] and [member collision_priority].
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