Level Setup
Integrated with Trenchbroom
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extends Node
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class_name GeoPolyMesh
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var surface_array = []
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var verts = PackedVector3Array()
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var uvs = PackedVector2Array()
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var normals = PackedVector3Array()
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var array_mesh = ArrayMesh.new()
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var _v_indexes = []
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var _v_points = []
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var edges = {}
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var depth_vector: Vector3
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var extrude_direction: DestructableWall.ExtrudeDirection
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func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array, extrude_direction: DestructableWall.ExtrudeDirection, depth: float = -0.1):
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assert(len(vector_indexes) % 3 == 0 && len(vector_indexes) != 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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self._v_indexes = vector_indexes
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self.extrude_direction = extrude_direction
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if extrude_direction == DestructableWall.ExtrudeDirection.BACK:
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for point in vector_points:
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self._v_points.append(Vector3(point.x, point.y, 0))
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depth_vector = Vector3.BACK * depth
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elif extrude_direction == DestructableWall.ExtrudeDirection.RIGHT:
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for point in vector_points:
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self._v_points.append(Vector3(0, point.y, point.x))
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depth_vector = -Vector3.RIGHT * depth
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elif extrude_direction == DestructableWall.ExtrudeDirection.UP:
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for point in vector_points:
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self._v_points.append(Vector3(point.x, 0, point.y))
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depth_vector = Vector3.DOWN * depth
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self._pre_process_edges()
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self._draw_mesh()
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self._extrude_mesh()
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self._draw_sides()
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func calculate_area(mesh_vertices: PackedVector2Array) -> float:
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var result := 0.0
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var num_vertices := mesh_vertices.size()
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for q in range(num_vertices):
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var p = (q - 1 + num_vertices) % num_vertices
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result += mesh_vertices[q].cross(mesh_vertices[p])
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return result * 0.5
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# edges are any verticies that share only on triangle
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func _pre_process_edges():
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var faces = UTIL.chunk_array(self._v_indexes, 3)
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for vertices in faces:
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for v_inx in range(len(vertices)):
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var vertexA = vertices[v_inx]
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var vertexB = vertices[(v_inx+1) % 3]
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var min_index = min(vertexA, vertexB)
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var max_index = max(vertexA, vertexB)
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var edge = self.edges.get([min_index, max_index])
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if !edge:
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self.edges[[min_index, max_index]] = 1
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else:
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self.edges[[min_index, max_index]] += 1
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func get_loops():
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var unvisted_edges = self.get_outline_edge()
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var loops = []
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while len(unvisted_edges) != 0:
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var loop = []
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loop.append_array(unvisted_edges.pop_back())
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var v_next = loop.back()
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while loop[0] != v_next:
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for ue_ind in range(len(unvisted_edges)):
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var v1 = unvisted_edges[ue_ind][0]
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var v2 = unvisted_edges[ue_ind][1]
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if v_next == v1:
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loop.append(v2)
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unvisted_edges.pop_at(ue_ind)
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v_next = loop.back()
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break
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elif v_next == v2:
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loop.append(v1)
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unvisted_edges.pop_at(ue_ind)
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v_next = loop.back()
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break
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loops.append(loop)
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var vector2_loops = []
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for loop in loops:
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var vector2_loop = []
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for ind in loop:
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var point = self._v_points[ind]
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if extrude_direction == DestructableWall.ExtrudeDirection.BACK:
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vector2_loop.append(Vector2(point.x, point.y))
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elif extrude_direction == DestructableWall.ExtrudeDirection.RIGHT:
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vector2_loop.append(Vector2(point.z, point.y))
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elif extrude_direction == DestructableWall.ExtrudeDirection.UP:
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vector2_loop.append(Vector2(point.x, point.z))
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vector2_loops.append(vector2_loop)
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var area = []
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for vector2_loop in vector2_loops:
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var result = self.calculate_area(vector2_loop)
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area.append(result)
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# reorder the loops where outer boundary is the first one
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var index = 0
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var index_value = area[0]
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for ind in range(len(area)):
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var val = abs(area[ind])
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if val > index_value:
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index = ind
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index_value = val
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var bloop = loops.pop_at(index)
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var barea = area.pop_at(index)
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loops.push_front(bloop)
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area.push_front(barea)
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# check for CW or CCW
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if area[0] > 0: # Outer boundary should be CW, if area is <0 then it is CCW
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loops[0].reverse()
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for area_index in range(1, len(area)):
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var a = area[area_index]
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if a < 0: # all inside loops need to rendered in CCW, if + then it is CW
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loops[area_index].reverse()
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return loops
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func get_outline_edge():
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var outline_edges = []
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for e in self.edges:
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var value = self.edges[e]
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if value == 1:
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outline_edges.append(e)
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return outline_edges
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func _calc_triangle_normal(a: Vector3, b: Vector3, c: Vector3):
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return ((b-a).cross(c-a)).normalized()
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func _draw_sides():
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var loops = get_loops()
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for l in loops:
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var outline_edges_ordered = l
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for outline_vector_ind in range(len(outline_edges_ordered) - 1):
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var v0 = self._v_points[outline_edges_ordered[outline_vector_ind]]
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var v1 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]]
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var v2 = self._v_points[outline_edges_ordered[outline_vector_ind]] + depth_vector
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var v3 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]] + depth_vector
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#print("v0: ", v0, " v1: ", v1, " v2: ", v2, " v3: ", v3)
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var n1 = self._calc_triangle_normal(v2, v1, v0)
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self.verts.append_array([v0, v1, v2, v1, v3, v2])
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_append_uvs4(v0, v1, v2, v3, n1)
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self.normals.append_array([n1, n1, n1, n1, n1, n1])
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func _append_uvs4(v0: Vector3, v1: Vector3, v2: Vector3, v3: Vector3, normal: Vector3):
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if normal == Vector3.BACK or normal == Vector3.FORWARD:
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self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y), Vector2(-v1.x, -v1.y), Vector2(-v3.x, -v3.y), Vector2(-v2.x, -v2.y)])
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return
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elif normal == Vector3.RIGHT or normal == Vector3.LEFT:
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self.uvs.append_array([Vector2(-v0.z, -v0.y), Vector2(-v1.z, -v1.y), Vector2(-v2.z, -v2.y), Vector2(-v1.z, -v1.y), Vector2(-v3.z, -v3.y), Vector2(-v2.z, -v2.y)])
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return
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elif normal == Vector3.UP or normal == Vector3.DOWN:
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self.uvs.append_array([Vector2(-v0.x, -v0.z), Vector2(-v1.x, -v1.z), Vector2(-v2.x, -v2.z), Vector2(-v1.x, -v1.z), Vector2(-v3.x, -v3.z), Vector2(-v2.x, -v2.z)])
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return
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self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y), Vector2(-v1.x, -v1.y), Vector2(-v3.x, -v3.y), Vector2(-v2.x, -v2.y)])
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func _append_uvs3(v0: Vector3, v1: Vector3, v2: Vector3, normal: Vector3):
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if normal == Vector3.BACK or normal == Vector3.FORWARD:
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self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y)])
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return
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elif normal == Vector3.RIGHT or normal == Vector3.LEFT:
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self.uvs.append_array([Vector2(-v0.z, -v0.y), Vector2(-v1.z, -v1.y), Vector2(-v2.z, -v2.y)])
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return
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elif normal == Vector3.UP or normal == Vector3.DOWN:
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self.uvs.append_array([Vector2(-v0.x, -v0.z), Vector2(-v1.x, -v1.z), Vector2(-v2.x, -v2.z)])
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return
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self.uvs.append_array([Vector2(-v0.x, -v0.y), Vector2(-v1.x, -v1.y), Vector2(-v2.x, -v2.y)])
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# front face
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func _draw_mesh():
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var vector3A = self._v_points[self._v_indexes[0]]
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var vector3B = self._v_points[self._v_indexes[1]]
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var vector3C = self._v_points[self._v_indexes[2]]
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var normal = self._calc_triangle_normal(vector3C, vector3B, vector3A)
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self.verts.append_array([vector3A, vector3B, vector3C])
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_append_uvs3(vector3A, vector3B, vector3C, normal)
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self.normals.append_array([normal, normal, normal])
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# insert each front face into the mesh "clockwise"
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for index in range(3, len(self._v_indexes) - 1, 3):
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vector3A = self._v_points[self._v_indexes[index]]
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vector3B = self._v_points[self._v_indexes[index+1]]
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vector3C = self._v_points[self._v_indexes[index+2]]
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self.verts.append_array([vector3A, vector3B, vector3C])
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_append_uvs3(vector3A, vector3B, vector3C, normal)
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self.normals.append_array([normal, normal, normal])
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#
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## back face
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func _extrude_mesh():
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var vector3A = self._v_points[self._v_indexes[len(self._v_indexes) - 1]]
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var vector3B = self._v_points[self._v_indexes[len(self._v_indexes) - 2]]
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var vector3C = self._v_points[self._v_indexes[len(self._v_indexes) - 3]]
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var normal = self._calc_triangle_normal(vector3C, vector3B, vector3A)
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vector3A = self._v_points[self._v_indexes[len(self._v_indexes) - 1]] + depth_vector
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vector3B = self._v_points[self._v_indexes[len(self._v_indexes) - 2]] + depth_vector
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vector3C = self._v_points[self._v_indexes[len(self._v_indexes) - 3]] + depth_vector
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self.verts.append_array([vector3A, vector3B, vector3C])
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_append_uvs3(vector3A, vector3B, vector3C, normal)
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self.normals.append_array([normal, normal, normal])
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# insert each back face into the mesh "counter-clockwise" extruded
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for index in range(len(self._v_indexes) - 4, -1, -3):
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vector3A = self._v_points[self._v_indexes[index]] + depth_vector
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vector3B = self._v_points[self._v_indexes[index-1]] + depth_vector
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vector3C = self._v_points[self._v_indexes[index-2]] + depth_vector
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self.verts.append_array([vector3A, vector3B, vector3C])
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_append_uvs3(vector3A, vector3B, vector3C, normal)
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self.normals.append_array([normal, normal, normal])
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func commit_mesh(mat) -> Mesh:
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surface_array[Mesh.ARRAY_VERTEX] = verts
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surface_array[Mesh.ARRAY_NORMAL] = normals
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surface_array[Mesh.ARRAY_TEX_UV] = uvs
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#print("VERTS: ", self.verts)
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array_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array)
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array_mesh.surface_set_material(0, mat)
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return array_mesh
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