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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