Add freshwater habitats and saltwater tide ribbons
This commit is contained in:
parent
53fdc9ef21
commit
69b7969e25
40 changed files with 1323 additions and 148 deletions
443
world/water/shoreline_ribbon_generator.gd
Normal file
443
world/water/shoreline_ribbon_generator.gd
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@ -0,0 +1,443 @@
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class_name ShorelineRibbonGenerator
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extends RefCounted
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const WATER_PLANE_EPSILON := 0.001
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const ENDPOINT_MERGE_TOLERANCE := 0.03
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const LOOP_CLOSURE_TOLERANCE := 0.06
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const MINIMUM_FRAGMENT_LENGTH := 2.0
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const SIMPLIFICATION_TOLERANCE := 0.20
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const SMOOTHING_ITERATIONS := 2
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const RESAMPLE_SPACING := 0.22
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const RIBBON_WIDTH := 0.85
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const LAND_INSET := 0.10
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const SURFACE_OFFSET := 0.018
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static func generate(
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faces: PackedVector3Array,
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water_height: float,
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bounds: Rect2,
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water_reference: Vector2,
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water_is_inside: bool,
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simplification_override := -1.0,
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smoothing_iterations_override := -1,
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resample_spacing_override := -1.0
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) -> Dictionary:
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var simplification := (
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SIMPLIFICATION_TOLERANCE
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if simplification_override < 0.0
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else simplification_override
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)
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var smoothing_iterations := (
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SMOOTHING_ITERATIONS
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if smoothing_iterations_override < 0
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else smoothing_iterations_override
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)
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var resample_spacing := (
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RESAMPLE_SPACING
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if resample_spacing_override < 0.0
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else resample_spacing_override
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)
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var segments := _extract_segments(faces, water_height, bounds)
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var raw_paths := _stitch_segments(segments)
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var processed_paths: Array[Dictionary] = []
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var simplified_paths: Array[Dictionary] = []
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var raw_point_count := 0
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var simplified_point_count := 0
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var smoothed_point_count := 0
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for path_data: Dictionary in raw_paths:
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var raw_points: PackedVector2Array = path_data["points"]
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var closed: bool = path_data["closed"]
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if _path_length(raw_points, closed) < MINIMUM_FRAGMENT_LENGTH:
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continue
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var simplified := _simplify(raw_points, closed, simplification)
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simplified_paths.append({"points": simplified, "closed": closed})
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var smoothed := _chaikin(simplified, closed, smoothing_iterations)
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var resampled := _resample(smoothed, closed, resample_spacing)
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if resampled.size() < (3 if closed else 2):
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continue
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raw_point_count += raw_points.size()
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simplified_point_count += simplified.size()
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smoothed_point_count += resampled.size()
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processed_paths.append({"points": resampled, "closed": closed})
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var mesh := _build_mesh(
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processed_paths,
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water_height,
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water_reference,
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water_is_inside
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)
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return {
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"mesh": mesh,
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"segment_count": segments.size(),
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"loop_count": processed_paths.size(),
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"raw_point_count": raw_point_count,
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"simplified_point_count": simplified_point_count,
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"smoothed_point_count": smoothed_point_count,
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"triangle_count": _mesh_triangle_count(mesh),
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"debug_raw_paths": raw_paths,
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"debug_simplified_paths": simplified_paths,
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"debug_smoothed_paths": processed_paths,
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}
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static func _extract_segments(
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faces: PackedVector3Array,
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water_height: float,
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bounds: Rect2
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) -> Array[PackedVector2Array]:
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var segments: Array[PackedVector2Array] = []
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for index: int in range(0, faces.size(), 3):
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var triangle: Array[Vector3] = [
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faces[index], faces[index + 1], faces[index + 2]
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]
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var hits := PackedVector2Array()
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for edge: int in 3:
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var a := triangle[edge]
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var b := triangle[(edge + 1) % 3]
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var distance_a := a.y - water_height
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var distance_b := b.y - water_height
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if (
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absf(distance_a) <= WATER_PLANE_EPSILON
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and absf(distance_b) <= WATER_PLANE_EPSILON
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):
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continue
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if not (
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distance_a * distance_b < 0.0
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or absf(distance_a) <= WATER_PLANE_EPSILON
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or absf(distance_b) <= WATER_PLANE_EPSILON
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):
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continue
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var denominator := distance_a - distance_b
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var amount := (
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0.0
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if absf(denominator) <= WATER_PLANE_EPSILON
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else distance_a / denominator
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)
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var hit3 := a.lerp(b, clampf(amount, 0.0, 1.0))
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var hit := Vector2(hit3.x, hit3.z)
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if bounds.has_point(hit) and not _contains_near(hits, hit):
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hits.append(hit)
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if (
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hits.size() == 2
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and hits[0].distance_to(hits[1]) > WATER_PLANE_EPSILON
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):
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segments.append(hits)
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return segments
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static func _stitch_segments(
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segments: Array[PackedVector2Array]
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) -> Array[Dictionary]:
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var point_by_key: Dictionary = {}
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var adjacency: Dictionary = {}
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var unused_edges: Dictionary = {}
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for segment: PackedVector2Array in segments:
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var a_key := _point_key(segment[0])
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var b_key := _point_key(segment[1])
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if a_key == b_key:
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continue
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point_by_key[a_key] = segment[0]
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point_by_key[b_key] = segment[1]
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if not adjacency.has(a_key):
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adjacency[a_key] = []
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if not adjacency.has(b_key):
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adjacency[b_key] = []
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var edge_key := _edge_key(a_key, b_key)
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if unused_edges.has(edge_key):
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continue
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(adjacency[a_key] as Array).append(b_key)
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(adjacency[b_key] as Array).append(a_key)
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unused_edges[edge_key] = true
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var starts: Array = []
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for key: Vector2i in adjacency:
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if (adjacency[key] as Array).size() != 2:
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starts.append(key)
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for key: Vector2i in adjacency:
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if not starts.has(key):
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starts.append(key)
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var paths: Array[Dictionary] = []
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for start: Vector2i in starts:
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while _has_unused_neighbor(start, adjacency, unused_edges):
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var walked := _walk_path(start, point_by_key, adjacency, unused_edges)
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if (walked["points"] as PackedVector2Array).size() >= 2:
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paths.append(walked)
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return paths
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static func _walk_path(
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start: Vector2i,
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point_by_key: Dictionary,
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adjacency: Dictionary,
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unused_edges: Dictionary
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) -> Dictionary:
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var points := PackedVector2Array()
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var previous := Vector2i(2147483647, 2147483647)
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var current := start
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var closed := false
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var guard := unused_edges.size() + 2
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while guard > 0:
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guard -= 1
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points.append(point_by_key[current])
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var next_key := Vector2i(2147483647, 2147483647)
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for candidate: Vector2i in adjacency[current]:
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if candidate == previous and (adjacency[current] as Array).size() > 1:
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continue
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if unused_edges.get(_edge_key(current, candidate), false):
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next_key = candidate
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break
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if next_key.x == 2147483647:
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for candidate: Vector2i in adjacency[current]:
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if unused_edges.get(_edge_key(current, candidate), false):
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next_key = candidate
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break
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if next_key.x == 2147483647:
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break
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unused_edges[_edge_key(current, next_key)] = false
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previous = current
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current = next_key
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if current == start:
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closed = true
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break
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return {"points": points, "closed": closed}
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static func _simplify(
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points: PackedVector2Array,
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closed: bool,
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tolerance: float
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) -> PackedVector2Array:
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if points.size() <= (4 if closed else 2):
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return points
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if not closed:
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return _rdp_open(points, tolerance)
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var split_a := 0
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var split_b := 1
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var greatest_distance := 0.0
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for a: int in points.size():
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for b: int in range(a + 1, points.size()):
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var distance := points[a].distance_squared_to(points[b])
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if distance > greatest_distance:
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greatest_distance = distance
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split_a = a
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split_b = b
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var first_arc := _closed_arc(points, split_a, split_b)
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var second_arc := _closed_arc(points, split_b, split_a)
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var first_result := _rdp_open(first_arc, tolerance)
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var second_result := _rdp_open(second_arc, tolerance)
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var result := PackedVector2Array()
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for index: int in first_result.size() - 1:
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result.append(first_result[index])
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for index: int in second_result.size() - 1:
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result.append(second_result[index])
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return result if result.size() >= 4 else points
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static func _rdp_open(
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points: PackedVector2Array,
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tolerance: float
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) -> PackedVector2Array:
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if points.size() <= 2:
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return points
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var greatest_distance := 0.0
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var split_index := 0
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for index: int in range(1, points.size() - 1):
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var distance := _point_segment_distance(
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points[index], points[0], points[points.size() - 1]
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)
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if distance > greatest_distance:
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greatest_distance = distance
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split_index = index
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if greatest_distance <= tolerance:
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return PackedVector2Array([points[0], points[points.size() - 1]])
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var left := _rdp_open(points.slice(0, split_index + 1), tolerance)
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var right := _rdp_open(points.slice(split_index), tolerance)
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var result := PackedVector2Array()
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for index: int in left.size() - 1:
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result.append(left[index])
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result.append_array(right)
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return result
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static func _closed_arc(
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points: PackedVector2Array,
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start: int,
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finish: int
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) -> PackedVector2Array:
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var result := PackedVector2Array()
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var index := start
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result.append(points[index])
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while index != finish:
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index = (index + 1) % points.size()
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result.append(points[index])
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return result
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static func _chaikin(
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points: PackedVector2Array,
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closed: bool,
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iterations: int
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) -> PackedVector2Array:
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var result := points
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for _iteration: int in iterations:
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var next := PackedVector2Array()
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if not closed:
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next.append(result[0])
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var edge_count := result.size() if closed else result.size() - 1
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for index: int in edge_count:
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var a := result[index]
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var b := result[(index + 1) % result.size()]
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next.append(a.lerp(b, 0.25))
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next.append(a.lerp(b, 0.75))
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if not closed:
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next.append(result[result.size() - 1])
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result = next
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return result
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static func _resample(
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points: PackedVector2Array,
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closed: bool,
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spacing: float
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) -> PackedVector2Array:
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var total_length := _path_length(points, closed)
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if total_length <= spacing:
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return points
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var count := maxi(roundi(total_length / spacing), 3 if closed else 2)
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var actual_spacing := total_length / float(count if closed else count - 1)
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var result := PackedVector2Array()
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var edge := 0
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var edge_start_distance := 0.0
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var edge_length := points[0].distance_to(points[1])
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for sample: int in count:
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var target := actual_spacing * sample
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while target > edge_start_distance + edge_length and edge < points.size() - 1:
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edge_start_distance += edge_length
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edge += 1
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if edge >= points.size() - 1:
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edge_length = points[edge].distance_to(points[0]) if closed else 0.0
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else:
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edge_length = points[edge].distance_to(points[edge + 1])
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var next_index := (edge + 1) % points.size()
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var amount := (
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0.0
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if edge_length <= WATER_PLANE_EPSILON
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else (target - edge_start_distance) / edge_length
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)
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result.append(points[edge].lerp(points[next_index], clampf(amount, 0.0, 1.0)))
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return result
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static func _build_mesh(
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paths: Array[Dictionary],
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water_height: float,
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water_reference: Vector2,
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water_is_inside: bool
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) -> ArrayMesh:
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var vertices := PackedVector3Array()
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var normals := PackedVector3Array()
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var uvs := PackedVector2Array()
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var indices := PackedInt32Array()
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for path_data: Dictionary in paths:
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var points: PackedVector2Array = path_data["points"]
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var closed: bool = path_data["closed"]
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var base_index := vertices.size()
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var path_distance := 0.0
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for index: int in points.size():
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if index > 0:
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path_distance += points[index - 1].distance_to(points[index])
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var previous := points[(index - 1 + points.size()) % points.size()]
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var following := points[(index + 1) % points.size()]
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if not closed:
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previous = points[maxi(index - 1, 0)]
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following = points[mini(index + 1, points.size() - 1)]
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var tangent := previous.direction_to(following)
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var water_normal := Vector2(-tangent.y, tangent.x)
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var toward_reference := points[index].direction_to(water_reference)
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if (
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(water_is_inside and water_normal.dot(toward_reference) < 0.0)
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or (not water_is_inside and water_normal.dot(toward_reference) > 0.0)
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):
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water_normal = -water_normal
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var land_point := points[index] - water_normal * LAND_INSET
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var water_point := points[index] + water_normal * (RIBBON_WIDTH - LAND_INSET)
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vertices.append(Vector3(land_point.x, water_height + SURFACE_OFFSET, land_point.y))
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vertices.append(Vector3(water_point.x, water_height + SURFACE_OFFSET, water_point.y))
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normals.append(Vector3.UP)
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normals.append(Vector3.UP)
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uvs.append(Vector2(path_distance, 0.0))
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uvs.append(Vector2(path_distance, 1.0))
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var edge_count := points.size() if closed else points.size() - 1
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for index: int in edge_count:
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var next := (index + 1) % points.size()
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var a := base_index + index * 2
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var b := a + 1
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var c := base_index + next * 2
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var d := c + 1
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indices.append_array(PackedInt32Array([a, c, b, b, c, d]))
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var arrays := []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = vertices
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arrays[Mesh.ARRAY_NORMAL] = normals
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arrays[Mesh.ARRAY_TEX_UV] = uvs
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arrays[Mesh.ARRAY_INDEX] = indices
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var mesh := ArrayMesh.new()
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if not vertices.is_empty():
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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return mesh
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static func _point_key(point: Vector2) -> Vector2i:
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return Vector2i(
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roundi(point.x / ENDPOINT_MERGE_TOLERANCE),
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roundi(point.y / ENDPOINT_MERGE_TOLERANCE)
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)
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static func _edge_key(a: Vector2i, b: Vector2i) -> String:
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if a.x < b.x or (a.x == b.x and a.y <= b.y):
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return "%d:%d|%d:%d" % [a.x, a.y, b.x, b.y]
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return "%d:%d|%d:%d" % [b.x, b.y, a.x, a.y]
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static func _has_unused_neighbor(
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key: Vector2i,
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adjacency: Dictionary,
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unused_edges: Dictionary
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) -> bool:
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for neighbor: Vector2i in adjacency[key]:
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if unused_edges.get(_edge_key(key, neighbor), false):
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return true
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return false
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static func _contains_near(points: PackedVector2Array, point: Vector2) -> bool:
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for existing: Vector2 in points:
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if existing.distance_to(point) <= WATER_PLANE_EPSILON:
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return true
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return false
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static func _point_segment_distance(point: Vector2, a: Vector2, b: Vector2) -> float:
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var segment := b - a
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if segment.length_squared() <= WATER_PLANE_EPSILON:
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return point.distance_to(a)
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var amount := clampf((point - a).dot(segment) / segment.length_squared(), 0.0, 1.0)
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return point.distance_to(a + segment * amount)
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static func _path_length(points: PackedVector2Array, closed: bool) -> float:
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var result := 0.0
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for index: int in points.size() - 1:
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result += points[index].distance_to(points[index + 1])
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if closed and points.size() > 2:
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result += points[points.size() - 1].distance_to(points[0])
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return result
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static func _mesh_triangle_count(mesh: ArrayMesh) -> int:
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if mesh.get_surface_count() == 0:
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return 0
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var arrays := mesh.surface_get_arrays(0)
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return (arrays[Mesh.ARRAY_INDEX] as PackedInt32Array).size() / 3
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