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Expose max_axis_index and max_axis_index for Vector2(i)
Some cleanup with Vector3(i)'s methods so that it is consistent with Vector2, for example it returns enums internally (GDScript still gets ints).
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@@ -606,9 +606,9 @@ private:
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PagedAllocator<Face> face_pool;
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LocalVector<Vertex *> original_vertices;
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int32_t merge_stamp = 0;
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int32_t min_axis = 0;
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int32_t med_axis = 0;
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int32_t max_axis = 0;
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Vector3::Axis min_axis = Vector3::Axis::AXIS_X;
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Vector3::Axis med_axis = Vector3::Axis::AXIS_X;
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Vector3::Axis max_axis = Vector3::Axis::AXIS_X;
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int32_t used_edge_pairs = 0;
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int32_t max_used_edge_pairs = 0;
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@@ -1585,12 +1585,12 @@ void ConvexHullInternal::compute(const Vector3 *p_coords, int32_t p_count) {
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}
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Vector3 s = aabb.size;
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max_axis = s.max_axis();
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min_axis = s.min_axis();
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max_axis = s.max_axis_index();
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min_axis = s.min_axis_index();
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if (min_axis == max_axis) {
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min_axis = (max_axis + 1) % 3;
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min_axis = Vector3::Axis((max_axis + 1) % 3);
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}
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med_axis = 3 - max_axis - min_axis;
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med_axis = Vector3::Axis(3 - max_axis - min_axis);
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s /= real_t(10216);
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if (((med_axis + 1) % 3) != max_axis) {
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