Use is_equal_approx() instead of vertex_snap when checking if ray is
colliding with equiplanar CSG faces.
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1 changed files with 1 additions and 1 deletions
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@ -524,7 +524,7 @@ void CSGBrushOperation::MeshMerge::_add_distance(List<real_t> &r_intersectionsA,
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// Check if distance exists.
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for (const List<real_t>::Element *E = intersections.front(); E; E = E->next())
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if (Math::abs(**E - p_distance) < vertex_snap) return;
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if (Math::is_equal_approx(**E, p_distance)) return;
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intersections.push_back(p_distance);
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}
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