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https://github.com/jhasse/poly2tri.git
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bug hunting
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@ -84,7 +84,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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val strange = "data/strange.dat"
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val strange = "data/strange.dat"
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val i18 = "data/i.18"
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val i18 = "data/i.18"
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var currentModel = i18
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var currentModel = strange
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def init(container: GameContainer) {
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def init(container: GameContainer) {
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selectModel(currentModel)
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selectModel(currentModel)
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@ -124,7 +124,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// Implement sweep-line
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// Implement sweep-line
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private def sweep {
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private def sweep {
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for(i <- 1 until points.size) {
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for(i <- 1 until 10 /*points.size*/) {
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val point = points(i)
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val point = points(i)
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// Process Point event
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// Process Point event
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val triangle = pointEvent(point)
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val triangle = pointEvent(point)
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@ -138,7 +138,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val node = aFront.locate(point)
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val node = aFront.locate(point)
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if(point.x == node.point.x && node != aFront.head) {
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if(point.x == node.point.x && node.prev != null) {
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// Projected point coincides with existing point; create two triangles
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// Projected point coincides with existing point; create two triangles
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val rPts = Array(point, node.point, node.next.point)
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val rPts = Array(point, node.point, node.next.point)
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@ -202,13 +202,14 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// STEP 2: Remove intersected triangles
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// STEP 2: Remove intersected triangles
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// STEP 3: Triangulate empty areas.
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// STEP 3: Triangulate empty areas.
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if(firstTriangle != null && !firstTriangle.contains(edge)) {
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if(firstTriangle != null && !firstTriangle.contains(edge) && firstTriangle != triangle) {
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// Collect intersected triangles
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// Collect intersected triangles
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val triangles = new ArrayBuffer[Triangle]
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val triangles = new ArrayBuffer[Triangle]
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triangles += firstTriangle
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triangles += firstTriangle
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val e = edge.p - edge.q
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val e = edge.p - edge.q
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while(!triangles.last.contains(edge.p))
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while(!triangles.last.contains(edge.p))
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triangles += triangles.last.findNeighbor(e)
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triangles += triangles.last.findNeighbor(e)
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// TODO: Implement this section
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// TODO: Implement this section
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@ -226,6 +227,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val points = new ArrayBuffer[Point]
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val points = new ArrayBuffer[Point]
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var node = aFront.locate(point1)
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var node = aFront.locate(point1)
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val node1 = node
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val node1 = node
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val foo = node
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node = node.next
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node = node.next
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@ -243,6 +245,9 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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node1.next = node2
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node1.next = node2
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node2.prev = node1
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node2.prev = node1
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T.first.neighbors(0) = foo.next.triangle
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T.first.neighbors(2) = foo.triangle
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T.foreach(t => mesh.map += t)
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T.foreach(t => mesh.map += t)
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}
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}
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