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@@ -0,0 +1,157 @@
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+diff --git a/thirdparty/xatlas/xatlas.cpp b/thirdparty/xatlas/xatlas.cpp
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+index df5ef94db..eb0824a51 100644
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+--- a/thirdparty/xatlas/xatlas.cpp
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++++ b/thirdparty/xatlas/xatlas.cpp
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+@@ -1276,6 +1276,9 @@ class Vertex
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+ {
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+ public:
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+ uint32_t id;
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++ // -- GODOT start --
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++ uint32_t original_id;
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++ // -- GODOT end --
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+ Edge *edge;
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+ Vertex *next;
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+ Vertex *prev;
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+@@ -1283,7 +1286,10 @@ public:
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+ Vector3 nor;
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+ Vector2 tex;
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+
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+- Vertex(uint32_t id) : id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
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++ // -- GODOT start --
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++ //Vertex(uint32_t id) : id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
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++ Vertex(uint32_t id) : id(id), original_id(id), edge(NULL), pos(0.0f), nor(0.0f), tex(0.0f)
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++ // -- GODOT end --
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+ {
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+ next = this;
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+ prev = this;
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+@@ -1934,6 +1940,64 @@ public:
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+ return f;
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+ }
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+
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++ // -- GODOT start --
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++ Face *addUniqueFace(uint32_t v0, uint32_t v1, uint32_t v2) {
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++
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++ int base_vertex = m_vertexArray.size();
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++
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++ uint32_t ids[3] = { v0, v1, v2 };
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++
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++ Vector3 base[3] = {
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++ m_vertexArray[v0]->pos,
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++ m_vertexArray[v1]->pos,
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++ m_vertexArray[v2]->pos,
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++ };
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++
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++ //make sure its not a degenerate
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++ bool degenerate = distanceSquared(base[0], base[1]) < NV_EPSILON || distanceSquared(base[0], base[2]) < NV_EPSILON || distanceSquared(base[1], base[2]) < NV_EPSILON;
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++ xaDebugAssert(!degenerate);
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++
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++ float min_x = 0;
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++
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++ for (int i = 0; i < 3; i++) {
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++ if (i == 0 || m_vertexArray[v0]->pos.x < min_x) {
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++ min_x = m_vertexArray[v0]->pos.x;
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++ }
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++ }
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++
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++ float max_x = 0;
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++
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++ for (int j = 0; j < m_vertexArray.size(); j++) {
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++ if (j == 0 || m_vertexArray[j]->pos.x > max_x) { //vertex already exists
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++ max_x = m_vertexArray[j]->pos.x;
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++ }
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++ }
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++
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++ //separate from everything else, in x axis
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++ for (int i = 0; i < 3; i++) {
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++
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++ base[i].x -= min_x;
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++ base[i].x += max_x + 10.0;
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++ }
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++
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++ for (int i = 0; i < 3; i++) {
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++ Vertex *v = new Vertex(m_vertexArray.size());
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++ v->pos = base[i];
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++ v->nor = m_vertexArray[ids[i]]->nor,
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++ v->tex = m_vertexArray[ids[i]]->tex,
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++
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++ v->original_id = ids[i];
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++ m_vertexArray.push_back(v);
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++ }
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++
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++ uint32_t indexArray[3];
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++ indexArray[0] = base_vertex + 0;
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++ indexArray[1] = base_vertex + 1;
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++ indexArray[2] = base_vertex + 2;
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++ return addFace(indexArray, 3, 0, 3);
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++ }
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++ // -- GODOT end --
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++
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+ // These functions disconnect the given element from the mesh and delete it.
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+
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+ // @@ We must always disconnect edge pairs simultaneously.
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+@@ -2915,6 +2979,14 @@ Mesh *triangulate(const Mesh *inputMesh)
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+ Vector2 p0 = polygonPoints[i0];
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+ Vector2 p1 = polygonPoints[i1];
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+ Vector2 p2 = polygonPoints[i2];
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++
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++ // -- GODOT start --
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++ bool degenerate = distance(p0, p1) < NV_EPSILON || distance(p0, p2) < NV_EPSILON || distance(p1, p2) < NV_EPSILON;
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++ if (degenerate) {
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++ continue;
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++ }
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++ // -- GODOT end --
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++
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+ float d = clamp(dot(p0 - p1, p2 - p1) / (length(p0 - p1) * length(p2 - p1)), -1.0f, 1.0f);
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+ float angle = acosf(d);
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+ float area = triangleArea(p0, p1, p2);
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+@@ -2938,6 +3010,11 @@ Mesh *triangulate(const Mesh *inputMesh)
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+ }
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+ }
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+ }
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++ // -- GODOT start --
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++ if (!bestIsValid)
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++ break;
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++ // -- GODOT end --
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++
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+ xaDebugAssert(minAngle <= 2 * PI);
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+ // Clip best ear:
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+ uint32_t i0 = (bestEar + size - 1) % size;
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+@@ -5606,7 +5683,10 @@ public:
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+ }
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+ if (chartMeshIndices[vertex->id] == ~0) {
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+ chartMeshIndices[vertex->id] = m_chartMesh->vertexCount();
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+- m_chartToOriginalMap.push_back(vertex->id);
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++ // -- GODOT start --
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++ //m_chartToOriginalMap.push_back(vertex->id);
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++ m_chartToOriginalMap.push_back(vertex->original_id);
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++ // -- GODOT end --
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+ m_chartToUnifiedMap.push_back(unifiedMeshIndices[unifiedVertex->id]);
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+ halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos);
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+ v->nor = vertex->nor;
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+@@ -5699,7 +5779,10 @@ public:
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+ const halfedge::Vertex *vertex = it.current()->vertex;
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+ if (chartMeshIndices[vertex->id] == ~0) {
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+ chartMeshIndices[vertex->id] = m_chartMesh->vertexCount();
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+- m_chartToOriginalMap.push_back(vertex->id);
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++ // -- GODOT start --
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++ //m_chartToOriginalMap.push_back(vertex->id);
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++ m_chartToOriginalMap.push_back(vertex->original_id);
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++ // -- GODOT end --
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+ halfedge::Vertex *v = m_chartMesh->addVertex(vertex->pos);
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+ v->nor = vertex->nor;
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+ v->tex = vertex->tex; // @@ Not necessary.
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+@@ -7573,6 +7656,14 @@ AddMeshError AddMesh(Atlas *atlas, const InputMesh &mesh, bool useColocalVertice
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+ }
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+ }
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+ internal::halfedge::Face *face = heMesh->addFace(tri[0], tri[1], tri[2]);
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++
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++ // -- GODOT start --
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++ if (!face && heMesh->errorCode == internal::halfedge::Mesh::ErrorCode::AlreadyAddedEdge) {
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++ //there is still hope for this, no reason to not add, at least add as separate
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++ face = heMesh->addUniqueFace(tri[0], tri[1], tri[2]);
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++ }
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++ // -- GODOT end --
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++
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+ if (!face) {
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+ if (heMesh->errorCode == internal::halfedge::Mesh::ErrorCode::AlreadyAddedEdge)
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+ error.code = AddMeshErrorCode::AlreadyAddedEdge;
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