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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@@ -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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