mirror of
https://github.com/CommunityOx/ox_lib.git
synced 2026-08-17 06:56:03 +01:00
refactor(zones): handle multiple points in the same horizontal line
- new intersection points are generated per vertical coord present in the original polygon rather than per vertex and are grouped together rather than associated directly with the parent - hopefully better code structure and organisation for the entire triangle generating section
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@@ -2,41 +2,63 @@ local glm = require 'glm'
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local zones = {}
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local function getTriangles(polygon)
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local X = { polygon.projectToAxis(polygon, vec(1, 0, 0)) }
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local extremes = { polygon.projectToAxis(polygon, vec(1, 0, 0)) }
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local points = {}
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local sides = {}
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local horizontals = {}
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local triangles = {}
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local h
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for i = 1, #polygon do
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local point = polygon[i]
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local unique = true
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for j = 1, #horizontals do
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if point.y == horizontals[j][1].y then
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h = j
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horizontals[j][#horizontals[j] + 1] = point
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unique = false
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break
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end
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end
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if unique then
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h = #horizontals + 1
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horizontals[h] = {point}
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end
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sides[i] = {polygon[i], polygon[i + 1] or polygon[1]}
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points[polygon[i]] = {side = i, intersects = {}, v = polygon[i], uses = 0}
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points[polygon[i]] = {side = i, horizontal = h, uses = 0}
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end
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for i = 1, #polygon do
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for j = 1, #X do
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local extremePoint = vec(X[j], polygon[i].yz)
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if polygon[i].x ~= extremePoint.x then
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for l = 1, #polygon do
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local bool, d, d2 = glm.segment.intersectsSegment(polygon[i], extremePoint, polygon[l], polygon[l + 1] or polygon[1])
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if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
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local intersect = glm.segment.getPoint(polygon[i], extremePoint, d)
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local valid = polygon.contains(polygon, (polygon[i] + intersect) / 2)
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if valid then
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for m = 1, #polygon do
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local bool, d, d2 = glm.segment.intersectsSegment(polygon[i], intersect, polygon[m], polygon[m + 1] or polygon[1])
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if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
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valid = false
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break
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end
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for i = 1, #horizontals do
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local horizontal = horizontals[i]
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local hLineStart, hLineEnd = vec(extremes[1], horizontal[1].yz), vec(extremes[2], horizontal[1].yz)
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for j = 1, #sides do
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local sideStart, sideEnd = sides[j][1], sides[j][2]
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local bool, d, d2 = glm.segment.intersectsSegment(hLineStart, hLineEnd, sideStart, sideEnd)
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if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
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local newPoint = glm.segment.getPoint(hLineStart, hLineEnd, d)
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local valid
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for l = 1, #horizontal do
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local point = horizontal[l]
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valid = polygon.contains(polygon, (point + newPoint) / 2, 0.1)
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if valid then
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for m = 1, #sides do
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local sideStart, sideEnd = sides[m][1], sides[m][2]
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local bool, d, d2 = glm.segment.intersectsSegment(point, newPoint, sides[m][1], sides[m][2])
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if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
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valid = false
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break
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end
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end
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if valid then
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points[intersect] = {side = l, vertex = polygon[i], v = intersect, uses = 0}
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points[polygon[i]].intersects[#points[polygon[i]].intersects + 1] = intersect
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sides[l][#sides[l] + 1] = intersect
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end
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end
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if valid then
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horizontals[i][#horizontals[i] + 1] = newPoint
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sides[j][#sides[j] + 1] = newPoint
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points[newPoint] = {side = j, horizontal = i, uses = 0}
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break
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end
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end
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end
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@@ -51,15 +73,23 @@ local function getTriangles(polygon)
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return a.y < b.y
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end
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local function right(a, b)
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return a.x > b.x
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end
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local function left(a, b)
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return a.x < b.x
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end
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local function makeTriangles(t)
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if t[3] and t[4] then
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triangles[#triangles + 1] = mat(t[1], t[2], t[3])
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triangles[#triangles + 1] = mat(t[2], t[3], t[4])
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for k, v in pairs(t) do
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points[v].uses += 1
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for i = 1, #t do
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points[t[i]].uses += 1
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end
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else
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triangles[#triangles + 1] = mat(t[1], t[2] or t[3], t[4] or t[3])
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triangles[#triangles + 1] = mat(t[1], t[2], t[3] or t[4])
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for k, v in pairs(t) do
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points[v].uses += 2
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end
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@@ -68,77 +98,103 @@ local function getTriangles(polygon)
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for i = 1, #sides do
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local side = sides[i]
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local direction = side[1].y - side[2].y
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if direction > 0 then
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direction = up
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else
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direction = down
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end
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direction = direction > 0 and up or down
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table.sort(side, direction)
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for j = 1, #side - 1 do
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local a, b = side[j], side[j + 1]
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local c = points[a].vertex or points[a].intersects[1]
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local d = points[b].vertex or points[b].intersects[1]
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if points[a].uses < 2 then
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if c and d then
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if points[c].side ~= points[d].side then
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local c2
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if points[a].vertex then
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if points[a].v == points[c].intersects[1] and points[c].intersects?[2] then
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c2 = points[c].intersects[2]
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else
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c2 = points[c].intersects[1]
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end
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local aData, bData = points[a], points[b]
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local aPos, bPos
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if aData.horizontal ~= bData.horizontal then
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local aHorizontal, bHorizontal = horizontals[aData.horizontal], horizontals[bData.horizontal]
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local c, d
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if aHorizontal[2] then
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local direction = a.x - (a.x ~= aHorizontal[1].x and aHorizontal[1].x or aHorizontal[2].x)
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direction = direction > 0 and right or left
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table.sort(aHorizontal, direction)
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for l = 1, #aHorizontal do
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if a == aHorizontal[l] then
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aPos = l
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elseif c and aPos then
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break
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else
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c2 = points[a].intersects[2]
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end
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local c2Point = points[c2]
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if c2Point and c2Point.side == points[d].side then
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c = c2
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else
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if points[b].vertex then
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if points[b].v == points[d].intersects[1] and points[d].intersects?[2] then
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d = points[d].intersects[2]
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elseif b ~= points[d].intersects[1] then
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d = points[d].intersects[1]
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end
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elseif points[b].intersects[2] then
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d = points[b].intersects[2]
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end
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end
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end
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elseif c then
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if points[b].side ~= points[c].side then
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local c2
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if points[c].intersects?[2] then
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c2 = points[c].intersects[2]
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elseif points[a].intersects?[2] then
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c2 = points[a].intersects[2]
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end
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local c2Point = points[c2]
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if c2Point then
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if c2Point.side == points[b].side or (c2Point.side - #sides + 1) == points[b].side then
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c = c2
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end
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end
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end
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elseif d then
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if points[a].side ~= points[d].side then
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local d2
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if points[d].intersects?[2] then
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d2 = points[d].intersects[2]
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elseif points[b].intersects?[2] then
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d2 = points[b].intersects[2]
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end
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local d2Point = points[d2]
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if d2Point then
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if d2Point.side == points[a].side or (d2Point.side - #sides + 1) == points[a].side then
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d = d2
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end
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c = aHorizontal[l]
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end
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end
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end
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makeTriangles({a, b, c, d})
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if bHorizontal[2] then
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local direction = b.x - (b.x ~= bHorizontal[1].x and bHorizontal[1].x or bHorizontal[2].x)
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direction = direction > 0 and right or left
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table.sort(bHorizontal, direction)
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for l = 1, #bHorizontal do
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if b == bHorizontal[l] then
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bPos = l
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elseif bPos and d then
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break
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else
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d = bHorizontal[l]
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end
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end
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end
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if aData.uses < 2 then
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if c and d then
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if points[c].side ~= points[d].side then
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local done
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for l = aPos > 1 and aPos - 1 or 1, aPos > #aHorizontal and aPos + 1 or #aHorizontal do
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c = aHorizontal[l]
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if c ~= a then
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for m = bPos > 1 and bPos - 1 or 1, bPos > #bHorizontal and bPos + 1 or #bHorizontal do
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d = bHorizontal[m]
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local sideDifference = points[c].side - points[d].side
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if d ~= b and sideDifference >= -1 and sideDifference <= 1 then
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done = true
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break
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end
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end
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end
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if done then break end
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end
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end
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c = polygon.contains(polygon, (a + c) / 2, 0.1) and c or nil
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d = polygon.contains(polygon, (b + d) / 2, 0.1) and d or nil
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end
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if c and not d then
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for l = aPos > 1 and aPos - 1 or 1, aPos < #aHorizontal and aPos + 1 or #aHorizontal do
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c = aHorizontal[l]
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if c and c ~= a then
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local sideDifference = bData.side - points[c].side
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if sideDifference >= -1 and sideDifference <= 1 then
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break
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end
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end
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end
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elseif d and not c then
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for l = bPos > 1 and bPos - 1 or 1, bPos < #bHorizontal and bPos + 1 or #bHorizontal do
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d = aHorizontal[l]
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if d and d ~= b then
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local sideDifference = aData.side - points[d].side
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if sideDifference >= -1 and sideDifference <= 1 then
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break
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end
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end
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end
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end
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if c or d then
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makeTriangles({a, b, c, d})
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end
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end
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else
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aData.uses += 1
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bData.uses += 1
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end
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end
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end
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