- how to use PolygonPathFinder from GD Script
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::res://::1421147952
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icon.png::ImageTexture::1420046079::
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new_scene_poly_with_holes.scn::PackedScene::1421147952::
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polygonpathfinder.gd::GDScript::1421146502::
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[application]
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name="polygon_path_finder_demo"
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main_scene="res://new_scene_poly_with_holes.scn"
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icon="icon.png"
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gen_mipmaps=true
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extends Spatial
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func _ready():
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var pf = PolygonPathFinder.new()
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var points = Vector2Array()
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var connections = IntArray()
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# poly 1
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points.push_back(Vector2(0, 0)) #0
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points.push_back(Vector2(10, 0)) #1
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points.push_back(Vector2(10, 10)) #2
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points.push_back(Vector2(0, 10)) #3
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connections.push_back(0) # connect vertex 0 ...
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connections.push_back(1) # ... to 1
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drawLine(points[0], points[1], get_node("/root/Spatial/Polys"))
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connections.push_back(1) # connect vertex 1 ...
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connections.push_back(2) # ... to 2
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drawLine(points[1], points[2], get_node("/root/Spatial/Polys"))
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connections.push_back(2) # etc.
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connections.push_back(3)
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drawLine(points[2], points[3], get_node("/root/Spatial/Polys"))
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connections.push_back(3) # connect vertex 3 ...
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connections.push_back(0) # back to vertex 0, to close the polygon
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drawLine(points[3], points[0], get_node("/root/Spatial/Polys"))
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# poly 2, as obstacle inside poly 1
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points.push_back(Vector2(2, 0.5)) #4
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points.push_back(Vector2(4, 0.5)) #5
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points.push_back(Vector2(4, 9.5)) #6
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points.push_back(Vector2(2, 9.5)) #7
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connections.push_back(4)
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connections.push_back(5)
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drawLine(points[4], points[5], get_node("/root/Spatial/Polys"))
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connections.push_back(5)
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connections.push_back(6)
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drawLine(points[5], points[6], get_node("/root/Spatial/Polys"))
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connections.push_back(6)
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connections.push_back(7)
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drawLine(points[6], points[7], get_node("/root/Spatial/Polys"))
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connections.push_back(7)
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connections.push_back(4)
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drawLine(points[7], points[4], get_node("/root/Spatial/Polys"))
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print("points: ",points)
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print("connections: ",connections)
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pf.setup(points, connections)
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var path = pf.find_path(Vector2(1, 5), Vector2(8, 5))
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var lastStep = null
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print("path: ",path)
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for step in path:
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print("step: ",step)
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if (lastStep != null):
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var currPathSegment = Vector2Array()
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drawLine(lastStep, step, get_node("/root/Spatial/Path"))
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lastStep = step
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func drawLine(pointA, pointB, immediateGeo):
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var drawPosY = 0.1
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var im = immediateGeo
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im.begin(Mesh.PRIMITIVE_POINTS, null)
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im.add_vertex(Vector3(pointA.x, drawPosY, pointA.y))
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im.add_vertex(Vector3(pointB.x, drawPosY, pointB.y))
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im.end()
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im.begin(Mesh.PRIMITIVE_LINE_STRIP, null)
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im.add_vertex(Vector3(pointA.x, drawPosY, pointA.y))
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im.add_vertex(Vector3(pointB.x, drawPosY, pointB.y))
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im.end()
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