Modify Earcut and Triangulization Library to Work With Godot::Vector2
Allows use to ease some pain when converting PackedVector2Array to std::vector<Vector2>.
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@@ -14,20 +14,6 @@ var _v_points = []
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var edges = {}
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# returns debug lines to be drawn by callers DrawDebug3D
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#var _debug_lines: Array[PackedVector3Array]:
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#get:
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#if !_debug_lines:
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#for results in self._triangles:
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#var triangle_lines: PackedVector3Array = []
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#for vector_index in range(len(results)):
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#var v1: Vector2 = results[vector_index]
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#var v2: Vector2 = results[(vector_index+1) % CHUNK_RESULT]
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#triangle_lines.append(Vector3(v1.x, v1.y, 0))
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#triangle_lines.append(Vector3(v2.x, v2.y, 0))
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#_debug_lines.push_back(triangle_lines)
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#return _debug_lines
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func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array, depth: float = -2.0):
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assert(len(vector_indexes) % 3 == 0, "Number of vertex points is not divisible by 3, invalid triangle verticies")
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surface_array.resize(Mesh.ARRAY_MAX)
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@@ -8,35 +8,31 @@ class_name GeoPolyTriangulization
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const CHUNK_RESULT: int = 3
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# the boundary polygon
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var _outer_polygon: Polygon2D
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var _outer_polygon: PackedVector2Array
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# inner polygons (holes)
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var _inner_polygons: Array[Polygon2D]
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var _inner_polygons: Array[PackedVector2Array]
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# all vector points defined by outer and inner polygons
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var vectors: PackedVector2Array = []
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var _edge_safety: float = 0.0
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func _init(outer_polygon: Polygon2D, inner_polygons: Array[Polygon2D], edge_safety: float):
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func _init(outer_polygon: PackedVector2Array, inner_polygons: Array[PackedVector2Array], edge_safety: float):
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self._outer_polygon = outer_polygon
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self._inner_polygons = inner_polygons
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self._edge_safety = edge_safety
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# create a polygon that will be used to intesect the hole and control where they can destoy the wall
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var intersect_polygon = Polygon2D.new()
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# calulate the new smaller polygon
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intersect_polygon.polygon = Geometry2D.offset_polygon(outer_polygon.polygon, self._edge_safety)[0]
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print(intersect_polygon.polygon)
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# calulate boundary
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var hole_boundary = Geometry2D.offset_polygon(outer_polygon, self._edge_safety)[0]
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for ip in inner_polygons:
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var new_hole = Geometry2D.intersect_polygons(intersect_polygon.polygon, ip.polygon)[0]
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ip.polygon = new_hole
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var new_hole = Geometry2D.intersect_polygons(hole_boundary, ip)[0]
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self._inner_polygons.append(new_hole)
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self.vectors.append_array(self._outer_polygon.polygon)
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self.vectors.append_array(self._outer_polygon)
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for inner_polygon in self._inner_polygons:
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self.vectors.append_array(inner_polygon.polygon)
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self.vectors.append_array(inner_polygon)
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# returns all triangles generated by ear clipping the outer and inner polygons
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func triangulate() -> PackedInt32Array:
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@@ -1,9 +1,5 @@
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extends Node
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@onready var p1 = $Polygon2D
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@onready var p2 = $Polygon2D2
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@onready var p3 = $Polygon2D3
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@onready var meshInstance = MeshInstance3D.new()
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var lines = []
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@@ -16,22 +12,13 @@ func _process(delta: float) -> void:
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meshInstance.rotate(Vector3.RIGHT, (0.9 * delta))
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func _ready() -> void:
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var p1_vectors = [Vector2(4, 0), Vector2(4, 4), Vector2(0, 4), Vector2(0, 0)]
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var p2_vectors = [Vector2(0, 2), Vector2(0, 1), Vector2(2, 1), Vector2(2, 2)]
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var p3_vectors = [Vector2(2, 2), Vector2(2, 1), Vector2(4, 1), Vector2(4, 2)]
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var p1 = [Vector2(4, 0), Vector2(4, 4), Vector2(0, 4), Vector2(0, 0)]
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var p2 = [Vector2(0, 2), Vector2(0, 1), Vector2(2, 1), Vector2(2, 2)]
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var p3 = [Vector2(2, 2), Vector2(2, 1), Vector2(4, 1), Vector2(4, 2)]
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p2_vectors.reverse()
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p3_vectors.reverse()
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p1.polygon = p1_vectors
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p2.polygon = p2_vectors
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p3.polygon = p3_vectors
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p2.color = Color(1, 0, 1)
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var trianglizationInstance = GeoPolyTriangulization.new(p1, [p2, p3], -0.001)
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var trianglizationInstance = GeoPolyTriangulization.new(PackedVector2Array(p1), [PackedVector2Array(p2), PackedVector2Array(p3)], -0.001)
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var vector_indexes = trianglizationInstance.triangulate()
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print(vector_indexes)
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var vectors_points = trianglizationInstance.vectors
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var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors_points)
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