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https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
Refactored the mesh outline generator a bit. Also made it offset the outline along the normal if available to reduce z-fighting.
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302e0a9680
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@ -6,129 +6,125 @@ var _mdr : MeshDataResource
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var lines : PoolVector3Array
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var seam_lines : PoolVector3Array
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var _vertices : PoolVector3Array = PoolVector3Array()
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var _normals : PoolVector3Array = PoolVector3Array()
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var _indices : PoolIntArray = PoolIntArray()
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func setup(mdr : MeshDataResource) -> void:
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_mdr = mdr
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func reset() -> void:
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lines.resize(0)
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seam_lines.resize(0)
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_normals.resize(0)
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_vertices.resize(0)
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_indices.resize(0)
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func initialize() -> bool:
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if !_mdr:
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return false
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if _mdr.array.size() != ArrayMesh.ARRAY_MAX:
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return false
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if _mdr.array[ArrayMesh.ARRAY_VERTEX] == null || _mdr.array[ArrayMesh.ARRAY_INDEX] == null:
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return false
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var arr : Array = _mdr.array
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_vertices = arr[ArrayMesh.ARRAY_VERTEX]
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if _mdr.array[ArrayMesh.ARRAY_NORMAL] != null:
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_normals = arr[ArrayMesh.ARRAY_NORMAL]
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_indices = arr[ArrayMesh.ARRAY_INDEX]
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if _vertices.size() == 0:
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return false
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return true
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func get_vertex(index : int) -> Vector3:
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var v : Vector3 = _vertices[index]
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# This should reduce z fighting
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if _normals.size() > 0:
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var n : Vector3 = _normals[index]
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v += n * 0.001
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return v
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func generate():
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lines.resize(0)
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seam_lines.resize(0)
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reset()
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if !_mdr:
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return
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if _mdr.array.size() != ArrayMesh.ARRAY_MAX:
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return
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if _mdr.array[ArrayMesh.ARRAY_VERTEX] == null || _mdr.array[ArrayMesh.ARRAY_INDEX] == null:
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return
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var arr : Array = _mdr.array
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var vertices : PoolVector3Array = arr[ArrayMesh.ARRAY_VERTEX]
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var indices : PoolIntArray = arr[ArrayMesh.ARRAY_INDEX]
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if vertices.size() == 0:
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return
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if indices.size() % 3 == 0:
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for i in range(0, indices.size(), 3):
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for j in range(3):
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lines.append(vertices[indices[i + j]])
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lines.append(vertices[indices[i + ((j + 1) % 3)]])
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var seams : PoolIntArray = _mdr.seams
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for i in range(0, seams.size(), 2):
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seam_lines.append(vertices[seams[i]])
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seam_lines.append(vertices[seams[i + 1]])
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func generate_mark_edges():
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lines.resize(0)
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seam_lines.resize(0)
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if !_mdr:
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return
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if _mdr.array.size() != ArrayMesh.ARRAY_MAX:
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return
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if _mdr.array[ArrayMesh.ARRAY_VERTEX] == null || _mdr.array[ArrayMesh.ARRAY_INDEX] == null:
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return
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var arr : Array = _mdr.array
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var vertices : PoolVector3Array = arr[ArrayMesh.ARRAY_VERTEX]
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var indices : PoolIntArray = arr[ArrayMesh.ARRAY_INDEX]
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if vertices.size() == 0:
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return
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if indices.size() % 3 == 0:
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for i in range(0, indices.size(), 3):
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for j in range(3):
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var i0 : int = indices[i + j]
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var i1 : int = indices[i + ((j + 1) % 3)]
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var v0 : Vector3 = vertices[i0]
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var v1 : Vector3 = vertices[i1]
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lines.append(v0)
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lines.append(v1)
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var pmid : Vector3 = lerp(v0, v1, 0.5)
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var l : float = (v0 - v1).length() / 20.0
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lines.append(pmid + Vector3(l, 0, 0))
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lines.append(pmid + Vector3(-l, 0, 0))
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lines.append(pmid + Vector3(0, 0, l))
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lines.append(pmid + Vector3(0, 0, -l))
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lines.append(pmid + Vector3(0, l, 0))
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lines.append(pmid + Vector3(0, -l, 0))
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var seams : PoolIntArray = _mdr.seams
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for i in range(0, seams.size(), 2):
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seam_lines.append(vertices[seams[i]])
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seam_lines.append(vertices[seams[i + 1]])
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func generate_mark_faces():
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lines.resize(0)
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seam_lines.resize(0)
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if !_mdr:
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return
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if _mdr.array.size() != ArrayMesh.ARRAY_MAX:
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return
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if _mdr.array[ArrayMesh.ARRAY_VERTEX] == null || _mdr.array[ArrayMesh.ARRAY_INDEX] == null:
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return
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var arr : Array = _mdr.array
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var vertices : PoolVector3Array = arr[ArrayMesh.ARRAY_VERTEX]
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var indices : PoolIntArray = arr[ArrayMesh.ARRAY_INDEX]
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if vertices.size() == 0:
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return
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if indices.size() % 3 != 0:
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if !initialize():
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return
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for i in range(0, indices.size(), 3):
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for i in range(0, _indices.size(), 3):
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for j in range(3):
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lines.append(vertices[indices[i + j]])
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lines.append(vertices[indices[i + ((j + 1) % 3)]])
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for i in range(0, indices.size(), 3):
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var i0 : int = indices[i + 0]
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var i1 : int = indices[i + 1]
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var i2 : int = indices[i + 2]
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lines.append(get_vertex(_indices[i + j]))
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lines.append(get_vertex(_indices[i + ((j + 1) % 3)]))
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var v0 : Vector3 = vertices[i0]
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var v1 : Vector3 = vertices[i1]
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var v2 : Vector3 = vertices[i2]
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var seams : PoolIntArray = _mdr.seams
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for i in range(0, seams.size(), 2):
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seam_lines.append(get_vertex(seams[i]))
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seam_lines.append(get_vertex(seams[i + 1]))
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func generate_mark_edges():
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reset()
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if !initialize():
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return
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for i in range(0, _indices.size(), 3):
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for j in range(3):
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var i0 : int = _indices[i + j]
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var i1 : int = _indices[i + ((j + 1) % 3)]
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var v0 : Vector3 = get_vertex(i0)
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var v1 : Vector3 = get_vertex(i1)
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lines.append(v0)
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lines.append(v1)
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var pmid : Vector3 = lerp(v0, v1, 0.5)
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var l : float = (v0 - v1).length() / 20.0
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lines.append(pmid + Vector3(l, 0, 0))
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lines.append(pmid + Vector3(-l, 0, 0))
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lines.append(pmid + Vector3(0, 0, l))
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lines.append(pmid + Vector3(0, 0, -l))
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lines.append(pmid + Vector3(0, l, 0))
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lines.append(pmid + Vector3(0, -l, 0))
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var seams : PoolIntArray = _mdr.seams
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for i in range(0, seams.size(), 2):
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seam_lines.append(get_vertex(seams[i]))
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seam_lines.append(get_vertex(seams[i + 1]))
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func generate_mark_faces():
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reset()
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if !initialize():
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return
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for i in range(0, _indices.size(), 3):
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for j in range(3):
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lines.append(get_vertex(_indices[i + j]))
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lines.append(get_vertex(_indices[i + ((j + 1) % 3)]))
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for i in range(0, _indices.size(), 3):
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var i0 : int = _indices[i + 0]
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var i1 : int = _indices[i + 1]
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var i2 : int = _indices[i + 2]
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var v0 : Vector3 = get_vertex(i0)
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var v1 : Vector3 = get_vertex(i1)
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var v2 : Vector3 = get_vertex(i2)
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var pmid : Vector3 = v0 + v1 + v2
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pmid /= 3
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@ -145,5 +141,5 @@ func generate_mark_faces():
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var seams : PoolIntArray = _mdr.seams
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for i in range(0, seams.size(), 2):
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seam_lines.append(vertices[seams[i]])
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seam_lines.append(vertices[seams[i + 1]])
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seam_lines.append(get_vertex(seams[i]))
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seam_lines.append(get_vertex(seams[i + 1]))
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