Cutting Holes Into Mesh
We be cutting holes :)
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@@ -14,8 +14,8 @@ var _v_points = []
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var edges = {}
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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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func _init(vector_indexes: PackedInt32Array, vector_points: PackedVector2Array, 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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@@ -39,7 +39,6 @@ func calculate_area(mesh_vertices: PackedVector2Array) -> float:
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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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@@ -144,9 +143,6 @@ func _draw_sides(depth: float):
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var v3 = self._v_points[outline_edges_ordered[outline_vector_ind + 1]]+ Vector3(0, 0, depth)
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var n1 = self._calc_triangle_normal(v2, v1, v0)
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#
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#print(v0, ", ", v1, ", ", v2, ", ", v3)
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#print(n1)
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self.verts.append_array([v0, v1, v2, v1, v3, v2])
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self.normals.append_array([n1, n1, n1, n1, n1, n1])
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