Removed splits in Polygon editor, replace by internal vertices and polygon support.
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9 changed files with 766 additions and 224 deletions
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@ -32,6 +32,7 @@
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#include "core/print_string.h"
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/* this implementation is very inefficient, commenting unless bugs happen. See the other one.
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bool Geometry::is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2> &p_polygon) {
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Vector<int> indices = Geometry::triangulate_polygon(p_polygon);
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@ -42,6 +43,7 @@ bool Geometry::is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2>
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}
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return false;
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}
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*/
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void Geometry::MeshData::optimize_vertices() {
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@ -514,7 +514,7 @@ public:
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return (cn.cross(an) > 0) == orientation;
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}
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static bool is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2> &p_polygon);
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//static bool is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2> &p_polygon);
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static Vector2 get_closest_point_to_segment_uncapped_2d(const Vector2 &p_point, const Vector2 *p_segment) {
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@ -815,6 +815,36 @@ public:
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return sum > 0.0f;
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}
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/* alternate implementation that should be faster */
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static bool is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2> &p_polygon) {
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int c = p_polygon.size();
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if (c < 3)
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return false;
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const Vector2 *p = p_polygon.ptr();
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Vector2 further_away(-1e20, -1e20);
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Vector2 further_away_opposite(1e20, 1e20);
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for (int i = 0; i < c; i++) {
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further_away.x = MAX(p[i].x, further_away.x);
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further_away.y = MAX(p[i].y, further_away.y);
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further_away_opposite.x = MIN(p[i].x, further_away_opposite.x);
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further_away_opposite.y = MIN(p[i].y, further_away_opposite.y);
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}
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further_away += (further_away - further_away_opposite) * Vector2(1.221313, 1.512312); // make point outside that wont intersect with points in segment from p_point
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int intersections = 0;
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for (int i = 0; i < c; i++) {
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const Vector2 &v1 = p[i];
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const Vector2 &v2 = p[(i + 1) % c];
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if (segment_intersects_segment_2d(v1, v2, p_point, further_away, NULL)) {
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intersections++;
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}
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}
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return (intersections & 1);
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}
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static PoolVector<PoolVector<Face3> > separate_objects(PoolVector<Face3> p_array);
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static PoolVector<Face3> wrap_geometry(PoolVector<Face3> p_array, real_t *p_error = NULL); ///< create a "wrap" that encloses the given geometry
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