Memory Leak Fixed
Have to free the mesh generator after we process our mesh.
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@@ -2,7 +2,7 @@ extends Node
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class_name Cutter
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static func circleCutter(num_sides = 8, perimerter_length = 0.1) -> PackedVector2Array:
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static func circleCutter(num_sides = 7, perimerter_length = 0.2) -> PackedVector2Array:
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var line_length: float = perimerter_length/num_sides
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var line_angle: float = 360.0/num_sides
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var current_angle: float = 0.0
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@@ -93,6 +93,8 @@ func _draw():
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var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors, extrusion_direction, depth)
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var commited_mesh = meshGenerator.commit_mesh(meshInstance3d.get_active_material(0))
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meshGenerator.free()
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meshInstance3d.mesh = commited_mesh
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meshInstance3d.position += depth_position_offset
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@@ -112,6 +114,7 @@ func _re_draw():
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var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors, extrusion_direction, depth)
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var commited_mesh = meshGenerator.commit_mesh(meshInstance3d.get_active_material(0))
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meshGenerator.free()
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meshInstance3d.mesh = commited_mesh
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meshInstance3d.create_trimesh_collision()
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@@ -1,4 +1,4 @@
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extends Node
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extends Object
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class_name GeoPolyMesh
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@@ -1,4 +1,4 @@
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extends Node
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extends Object
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# provides all the utility functions for generating
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# a triangulized Polygon with holes
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@@ -50,6 +50,7 @@ offset_right = 711.0
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offset_bottom = 543.0
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grow_horizontal = 1
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grow_vertical = 1
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enabled = false
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initial_node_to_watch = NodePath("../StateChart")
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[node name="PlaceholderMesh" type="MeshInstance3D" parent="."]
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@@ -80,6 +81,7 @@ script = ExtResource("4_0l0yx")
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player = NodePath("../..")
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[node name="InteractionRaycast" type="RayCast3D" parent="CameraController/Camera3D"]
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enabled = false
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target_position = Vector3(0, 0, -3)
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debug_shape_custom_color = Color(0, 1, 0, 1)
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script = ExtResource("4_cv1cy")
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