extends Line2D
var epsilon = 2
@onready var leftBorder = $LeftBorder
@onready var rightBorder = $RightBorder
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func simplify():
points = simplify_rec(points, epsilon)
func simplify_rec(pointArray: PackedVector2Array, epsilon: float):
var dmax = 0
var index = -1
if pointArray.size() < 3:
return pointArray
var end = pointArray.size() - 1
for i in range(1, end-1):
var d = find_perpendicular_distance(pointArray[i], pointArray[0], pointArray[end])
if d > dmax:
index = i
dmax = d
if dmax > epsilon:
var recResults1 = simplify_rec(pointArray.slice(0, index), epsilon)
var recResults2 = simplify_rec(pointArray.slice(index, end), epsilon)
recResults1.append_array(recResults2)
return recResults1
else:
return [pointArray[0], pointArray[end]]
func find_perpendicular_distance(p: Vector2, p1: Vector2, p2: Vector2):
var result
var slope
var intercept
if p1.x == p2.x:
result = p.x - p1.x
else:
slope = (p2.y - p1.y) / (p2.x - p1.x)
intercept = p1.y - (slope * p1.x)
result = abs(slope * p.x - p.y + intercept) / sqrt(pow(slope, 2) + 1)
return result
func get_bisector(left_side: bool, p2: Vector2, p1: Vector2 = p2, p3: Vector2 = p2):
var v1 = (p2 - p1).normalized()
var v2 = (p2 - p3).normalized()
var normal
if v1 == -v2:
normal = v2.rotated(-PI/2)
else:
normal = (v1 + v2).normalized()
if v2.rotated(-PI/2).dot(v1) < 0:
normal = -normal
if left_side:
normal = -normal
return normal
func draw_borders():
for pointIndex in range(0, points.size() - 1):
var normal
if pointIndex == 0:
continue
elif pointIndex == points.size() -1:
continue
#normal = Vector2.ZERO
else:
normal = get_bisector(true, points[pointIndex], points[pointIndex-1], points[pointIndex+1])
var point = points[pointIndex] + (normal*50)
leftBorder.add_point(point)
point = points[pointIndex] - (normal*50)
rightBorder.add_point(point)