+const Vector3& m_p0;
+const Vector3& m_p1;
+const Vector3& m_p2;
+const char* m_shader;
+const TextureProjection& m_projection;
+EBrushSplit m_split;
+public:
+BrushSplitByPlaneSelected( const Vector3& p0, const Vector3& p1, const Vector3& p2, const char* shader, const TextureProjection& projection, EBrushSplit split )
+ : m_p0( p0 ), m_p1( p1 ), m_p2( p2 ), m_shader( shader ), m_projection( projection ), m_split( split ){
+}
+
+bool pre( const scene::Path& path, scene::Instance& instance ) const {
+ return true;
+}
+
+void post( const scene::Path& path, scene::Instance& instance ) const {
+ if ( path.top().get().visible() ) {
+ Brush* brush = Node_getBrush( path.top() );
+ if ( brush != 0
+ && Instance_getSelectable( instance )->isSelected() ) {
+ Plane3 plane( plane3_for_points( m_p0, m_p1, m_p2 ) );
+ if ( plane3_valid( plane ) ) {
+ brushsplit_t split = Brush_classifyPlane( *brush, m_split == eFront ? plane3_flipped( plane ) : plane );
+ if ( split.counts[ePlaneBack] && split.counts[ePlaneFront] ) {
+ // the plane intersects this brush
+ if ( m_split == eFrontAndBack ) {
+ NodeSmartReference node( ( new BrushNode() )->node() );
+ Brush* fragment = Node_getBrush( node );
+ fragment->copy( *brush );
+ Face* newFace = fragment->addPlane( m_p0, m_p1, m_p2, m_shader, m_projection );
+ if ( newFace != 0 && m_split != eFront ) {
+ newFace->flipWinding();
+ }
+ fragment->removeEmptyFaces();
+ ASSERT_MESSAGE( !fragment->empty(), "brush left with no faces after split" );
+
+ Node_getTraversable( path.parent() )->insert( node );
+ {
+ scene::Path fragmentPath = path;
+ fragmentPath.top() = makeReference( node.get() );
+ selectPath( fragmentPath, true );
+ }
+ }
+
+ Face* newFace = brush->addPlane( m_p0, m_p1, m_p2, m_shader, m_projection );
+ if ( newFace != 0 && m_split == eFront ) {
+ newFace->flipWinding();
+ }
+ brush->removeEmptyFaces();
+ ASSERT_MESSAGE( !brush->empty(), "brush left with no faces after split" );
+ }
+ else
+ // the plane does not intersect this brush
+ if ( m_split != eFrontAndBack && split.counts[ePlaneBack] != 0 ) {
+ // the brush is "behind" the plane
+ Path_deleteTop( path );
+ }
+ }
+ }
+ }
+}
+};
+
+void Scene_BrushSplitByPlane( scene::Graph& graph, const Vector3& p0, const Vector3& p1, const Vector3& p2, const char* shader, EBrushSplit split ){
+ TextureProjection projection;
+ TexDef_Construct_Default( projection );
+ graph.traverse( BrushSplitByPlaneSelected( p0, p1, p2, shader, projection, split ) );
+ SceneChangeNotify();