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CSG2d - faster AddIntersections (search tree per loop)
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@ -670,55 +670,49 @@ void AddIntersectionPoint(Edge edgeP, Edge edgeQ, IntersectionType i, double alp
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}
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}
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void ComputeIntersections(Solid2d & s1, Solid2d & s2)
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void ComputeIntersections(Loop & l1, Loop & l2)
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{
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static Timer tall("ComputeIntersections"); RegionTimer rtall(tall);
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static Timer t_tree("build search trees");
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static Timer t_intersect("find intersections");
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static Timer t_split("split splines");
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auto & PP = s1.polys;
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auto & QQ = s2.polys;
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t_intersect.Start();
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for (Loop& P : PP)
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for (Edge edgeP : P.Edges(SOURCE))
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for (Loop& Q : QQ)
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for (Edge edgeQ : Q.Edges(SOURCE))
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for (Edge edgeP : l1.Edges(SOURCE))
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for (Edge edgeQ : l2.Edges(SOURCE))
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{
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double alpha = 0.0;
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double beta = 0.0;
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IntersectionType i = intersect(edgeP, edgeQ, alpha, beta);
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AddIntersectionPoint(edgeP, edgeQ, i, alpha, beta);
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if(i==X_INTERSECTION && (edgeP.v0->spline || edgeQ.v0->spline))
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{
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double alpha1 = alpha+1e2*EPSILON;
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double beta1 = 0.0; //beta+1e2*EPSILON;
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// search for possible second intersection
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i = intersect(edgeP, edgeQ, alpha1, beta1);
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// cout << "second intersection " << i << ',' << alpha1 << ',' << beta1 << ',' << alpha1-alpha << ',' << beta1-beta << endl;
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if(i!=NO_INTERSECTION && alpha+EPSILON<alpha1)
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{
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double alpha = 0.0;
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double beta = 0.0;
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IntersectionType i = intersect(edgeP, edgeQ, alpha, beta);
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AddIntersectionPoint(edgeP, edgeQ, i, alpha, beta);
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if(i==X_INTERSECTION && (edgeP.v0->spline || edgeQ.v0->spline))
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// Add midpoint of two intersection points to avoid false overlap detection of splines
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// TODO: Check if this is really necessary
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auto alpha_mid = 0.5*(alpha+alpha1);
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auto beta_mid = 0.5*(beta+beta1);
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Point<2> MP;
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if(edgeP.v0->spline)
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{
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double alpha1 = alpha+1e2*EPSILON;
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double beta1 = 0.0; //beta+1e2*EPSILON;
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// search for possible second intersection
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i = intersect(edgeP, edgeQ, alpha1, beta1);
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// cout << "second intersection " << i << ',' << alpha1 << ',' << beta1 << ',' << alpha1-alpha << ',' << beta1-beta << endl;
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if(i!=NO_INTERSECTION && alpha+EPSILON<alpha1)
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{
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// Add midpoint of two intersection points to avoid false overlap detection of splines
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// TODO: Check if this is really necessary
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auto alpha_mid = 0.5*(alpha+alpha1);
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auto beta_mid = 0.5*(beta+beta1);
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Point<2> MP;
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if(edgeP.v0->spline)
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{
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MP = edgeP.v0->spline->GetPoint(alpha_mid);
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edgeP.v0->Insert(MP, alpha_mid);
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}
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else
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MP = edgeQ.v0->spline->GetPoint(beta_mid);
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if(edgeQ.v0->spline)
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edgeQ.v0->Insert(MP, beta_mid);
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AddIntersectionPoint(edgeP, edgeQ, i, alpha1, beta1);
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}
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MP = edgeP.v0->spline->GetPoint(alpha_mid);
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edgeP.v0->Insert(MP, alpha_mid);
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}
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else
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MP = edgeQ.v0->spline->GetPoint(beta_mid);
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if(edgeQ.v0->spline)
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edgeQ.v0->Insert(MP, beta_mid);
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AddIntersectionPoint(edgeP, edgeQ, i, alpha1, beta1);
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}
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}
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}
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t_intersect.Stop();
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RegionTimer rt_split(t_split);
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@ -743,12 +737,19 @@ void ComputeIntersections(Solid2d & s1, Solid2d & s2)
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} while(!curr->is_source);
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};
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for (Loop& P : PP)
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for (Vertex* v : P.Vertices(SOURCE))
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split_spline_at_vertex(v);
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for (Loop& Q : QQ)
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for (Vertex* v : Q.Vertices(SOURCE))
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split_spline_at_vertex(v);
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for (Vertex* v : l1.Vertices(SOURCE))
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split_spline_at_vertex(v);
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for (Vertex* v : l2.Vertices(SOURCE))
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split_spline_at_vertex(v);
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}
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void ComputeIntersections(Solid2d & s1, Solid2d & s2)
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{
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static Timer tall("ComputeIntersections"); RegionTimer rtall(tall);
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for (Loop& l1 : s1.polys)
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for (Loop& l2 : s2.polys)
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ComputeIntersections(l1, l2);
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}
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enum RelativePositionType
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@ -1251,20 +1252,25 @@ void CleanUpResult(Solid2d & sr)
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RR.RemoveElement(i);
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}
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void RemoveDuplicates(Loop & poly)
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{
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if(poly.first==nullptr)
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return;
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Vertex * last = poly.first->prev;
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for(auto v : poly.Vertices(ALL))
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{
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if(Dist2(*v, *last)<EPSILON*EPSILON)
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poly.Remove(last);
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last = v;
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}
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}
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void RemoveDuplicates(Solid2d & sr)
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{
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static Timer tall("RemoveDuplicates"); RegionTimer rtall(tall);
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for(auto & poly : sr.polys)
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{
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if(poly.first==nullptr) continue;
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Vertex * last = poly.first->prev;
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for(auto v : poly.Vertices(ALL))
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{
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if(Dist2(*v, *last)<EPSILON*EPSILON)
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poly.Remove(last);
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last = v;
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}
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}
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RemoveDuplicates(poly);
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}
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Loop RectanglePoly(double x0, double x1, double y0, double y1, string bc)
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@ -1316,6 +1322,14 @@ void AddIntersectionPoints ( Solid2d & s1, Solid2d & s2 )
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RemoveDuplicates(s2);
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}
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void AddIntersectionPoints ( Loop & l1, Loop & l2 )
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{
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ComputeIntersections(l1, l2);
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RemoveDuplicates(l1);
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RemoveDuplicates(l2);
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}
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Solid2d ClipSolids ( const Solid2d & s1, const Solid2d & s2, char op)
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{
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return ClipSolids(Solid2d{s1}, Solid2d{s2}, op);
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@ -1725,6 +1739,7 @@ shared_ptr<netgen::SplineGeometry2d> CSG2d :: GenerateSplineGeometry()
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static Timer t_is_inside("is inside check");
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static Timer t_segments("add segments");
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static Timer t_intersections("add intersections");
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static Timer t_segtree("seg trees");
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RegionTimer rt(tall);
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struct Seg
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@ -1756,18 +1771,27 @@ shared_ptr<netgen::SplineGeometry2d> CSG2d :: GenerateSplineGeometry()
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box.Add(sbox.PMax());
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}
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netgen::BoxTree <2, int> solid_tree(box);
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netgen::BoxTree <2> solid_tree(box);
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Array<INT<2>> loop_list;
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for(auto i : Range(solids))
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solid_tree.Insert(solids[i].GetBoundingBox(), i);
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for(auto li : Range(solids[i].polys))
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{
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solid_tree.Insert(solids[i].polys[li].GetBoundingBox(), loop_list.Size());
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loop_list.Append(INT<2>(i, li));
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}
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for(auto i1 : Range(solids))
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for(auto li1 : Range(solids[i1].polys))
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{
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auto sbox = solids[i1].GetBoundingBox();
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solid_tree.GetFirstIntersecting(sbox.PMin(), sbox.PMax(), [&] (int i2)
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auto & poly1 = solids[i1].polys[li1];
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auto box = poly1.GetBoundingBox();
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solid_tree.GetFirstIntersecting(box.PMin(), box.PMax(), [&] (int ii)
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{
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auto i2 = loop_list[ii][0];
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auto li2 = loop_list[ii][1];
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if(i1<i2)
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AddIntersectionPoints(solids[i1], solids[i2]);
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AddIntersectionPoints(poly1, solids[i2].polys[li2]);
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return false;
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});
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}
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