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There is no self-intersection here. While the vertex at (50,50) touches the edge ((0,0),(100,100)), it does not intersect it. |
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I wonder if you can get what you want by a pair of offset operations. One to size up, then one to size down (opposite sign) that result (possibly piecewise). This should give you the overlap necessary to capture the internal triangle as a distinct entity. |
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Here's the result of a
Unionof squares and triangles (all squares have size 50x50, all triangles are half of such a square):This polygon touches itself at
(50,50). I would like to achieve a result without self-touching. How can it be done?To clarify, I would like a result consisting of (at least, and ideally at most) two polygons, such that neither polygon touches itself (but by necessity one will touch another, which is fine).
Motivation: This is relevant for a downstream Godot issue
The C++ code that results in the union with self-touching shown above
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