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Type renames:
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
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@@ -78,16 +78,16 @@ public:
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void get_support(const Vector3& p_normal,const Transform& p_transform,Vector3 *p_vertices,int* p_count,int p_max) const;
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void project_range(const Vector3& p_normal,const Transform& p_transform,float& r_min, float& r_max) const;
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AABB get_aabb() const {
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Rect3 get_aabb() const {
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AABB aabb( vertex[0], Vector3() );
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Rect3 aabb( vertex[0], Vector3() );
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aabb.expand_to( vertex[1] );
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aabb.expand_to( vertex[2] );
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return aabb;
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}
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bool intersects_aabb(const AABB& p_aabb) const;
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_FORCE_INLINE_ bool intersects_aabb2(const AABB& p_aabb) const;
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bool intersects_aabb(const Rect3& p_aabb) const;
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_FORCE_INLINE_ bool intersects_aabb2(const Rect3& p_aabb) const;
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operator String() const;
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inline Face3() {}
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@@ -96,7 +96,7 @@ public:
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};
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bool Face3::intersects_aabb2(const AABB& p_aabb) const {
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bool Face3::intersects_aabb2(const Rect3& p_aabb) const {
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Vector3 perp = (vertex[0]-vertex[2]).cross(vertex[0]-vertex[1]);
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