Modify Earcut and Triangulization Library to Work With Godot::Vector2

Allows use to ease some pain when converting PackedVector2Array
to std::vector<Vector2>.
This commit is contained in:
2025-11-08 09:05:50 -05:00
parent 35a1706e58
commit 2d0408c09e
11 changed files with 34 additions and 77 deletions

View File

@@ -1,9 +1,5 @@
extends Node
@onready var p1 = $Polygon2D
@onready var p2 = $Polygon2D2
@onready var p3 = $Polygon2D3
@onready var meshInstance = MeshInstance3D.new()
var lines = []
@@ -16,22 +12,13 @@ func _process(delta: float) -> void:
meshInstance.rotate(Vector3.RIGHT, (0.9 * delta))
func _ready() -> void:
var p1_vectors = [Vector2(4, 0), Vector2(4, 4), Vector2(0, 4), Vector2(0, 0)]
var p2_vectors = [Vector2(0, 2), Vector2(0, 1), Vector2(2, 1), Vector2(2, 2)]
var p3_vectors = [Vector2(2, 2), Vector2(2, 1), Vector2(4, 1), Vector2(4, 2)]
var p1 = [Vector2(4, 0), Vector2(4, 4), Vector2(0, 4), Vector2(0, 0)]
var p2 = [Vector2(0, 2), Vector2(0, 1), Vector2(2, 1), Vector2(2, 2)]
var p3 = [Vector2(2, 2), Vector2(2, 1), Vector2(4, 1), Vector2(4, 2)]
p2_vectors.reverse()
p3_vectors.reverse()
p1.polygon = p1_vectors
p2.polygon = p2_vectors
p3.polygon = p3_vectors
p2.color = Color(1, 0, 1)
var trianglizationInstance = GeoPolyTriangulization.new(p1, [p2, p3], -0.001)
var trianglizationInstance = GeoPolyTriangulization.new(PackedVector2Array(p1), [PackedVector2Array(p2), PackedVector2Array(p3)], -0.001)
var vector_indexes = trianglizationInstance.triangulate()
print(vector_indexes)
var vectors_points = trianglizationInstance.vectors
var meshGenerator = GeoPolyMesh.new(vector_indexes, vectors_points)