Cutting Holes Into Mesh

We be cutting holes :)
This commit is contained in:
2025-11-09 16:17:04 -05:00
parent 2d0408c09e
commit c6e4d4f725
12 changed files with 176 additions and 73 deletions

View File

@@ -14,8 +14,8 @@ var _v_points = []
var edges = {}
func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array, depth: float = -2.0):
assert(len(vector_indexes) % 3 == 0, "Number of vertex points is not divisible by 3, invalid triangle verticies")
func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array, depth: float = -0.1):
assert(len(vector_indexes) % 3 == 0 && len(vector_indexes) != 0, "Number of vertex points is not divisible by 3, invalid triangle verticies")
surface_array.resize(Mesh.ARRAY_MAX)
self._v_indexes = vector_indexes
@@ -39,7 +39,6 @@ func calculate_area(mesh_vertices: PackedVector2Array) -> float:
return result * 0.5
# edges are any verticies that share only on triangle
func _pre_process_edges():
var faces = UTIL.chunk_array(self._v_indexes, 3)
@@ -144,9 +143,6 @@ func _draw_sides(depth: float):
var v3 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]]+ Vector3(0, 0, depth)
var n1 = self._calc_triangle_normal(v2, v1, v0)
#
#print(v0, ", ", v1, ", ", v2, ", ", v3)
#print(n1)
self.verts.append_array([v0, v1, v2, v1, v3, v2])
self.normals.append_array([n1, n1, n1, n1, n1, n1])

View File

@@ -4,37 +4,8 @@ extends Node
# a triangulized Polygon with holes
class_name GeoPolyTriangulization
# triangles are made by 3 vector
const CHUNK_RESULT: int = 3
# the boundary polygon
var _outer_polygon: PackedVector2Array
# inner polygons (holes)
var _inner_polygons: Array[PackedVector2Array]
# all vector points defined by outer and inner polygons
var vectors: PackedVector2Array = []
var _edge_safety: float = 0.0
func _init(outer_polygon: PackedVector2Array, inner_polygons: Array[PackedVector2Array], edge_safety: float):
self._outer_polygon = outer_polygon
self._edge_safety = edge_safety
# calulate boundary
var hole_boundary = Geometry2D.offset_polygon(outer_polygon, self._edge_safety)[0]
for ip in inner_polygons:
var new_hole = Geometry2D.intersect_polygons(hole_boundary, ip)[0]
self._inner_polygons.append(new_hole)
self.vectors.append_array(self._outer_polygon)
for inner_polygon in self._inner_polygons:
self.vectors.append_array(inner_polygon)
# returns all triangles generated by ear clipping the outer and inner polygons
func triangulate() -> PackedInt32Array:
static func triangulate(outer_polygon: PackedVector2Array, inner_polygons: Array[PackedVector2Array]) -> PackedInt32Array:
var triag = Triangulization.new()
return triag.triangulate_with_holes(self._outer_polygon, self._inner_polygons)
var result = triag.triangulate_with_holes(outer_polygon, inner_polygons)
return result