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https://github.com/jhasse/poly2tri.git
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more bug fixes
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@ -111,11 +111,11 @@ class MonotoneMountain {
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if(valid(a)) convexPoints.enqueue(a)
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if(valid(c)) convexPoints.enqueue(c)
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}
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assert(size <= 3, "Triangulation bug")
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assert(size <= 3, "Triangulation bug, please report")
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}
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def valid(p: Point) = (p.prev != null && p.next != null && convex(p))
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def valid(p: Point) = (p != head && p != tail && convex(p))
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// Create the monotone polygon
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private def genMonoPoly {
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@ -65,8 +65,6 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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def init(container: GameContainer) {
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poly
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val foo = 1.4
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println(Math.round(foo.toDouble))
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}
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def update(gc: GameContainer, delta: Int) {
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@ -44,13 +44,13 @@ class Segment(var p: Point, var q: Point) {
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// Equation of a line: y = m*x + b
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// Slope of the line (m)
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val slope = ((q.y - p.y)/(q.x - p.x)).toDouble
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val slope = (q.y - p.y)/(q.x - p.x)
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// Y intercept
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val b = (p.y - (p.x * slope)).toDouble
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val b = p.y - (p.x * slope)
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// Determines if this segment lies above the given point
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def > (point: Point) = (point.y.toFloat < Math.round(slope * point.x.toDouble + b))
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def > (point: Point) = (point.y < Math.round(slope * point.x + b))
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// Determines if this segment lies below the given point
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def < (point: Point) = (point.y.toFloat > Math.round(slope * point.x.toDouble + b))
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def < (point: Point) = (point.y > Math.round(slope * point.x + b))
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}
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@ -74,7 +74,7 @@ class Trapezoid(val leftPoint: Point, var rightPoint: Point, val top: Segment, v
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}
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def lineIntersect(s: Segment, x: Float) = {
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val y = (s.slope * x + s.b).toFloat
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val y = s.slope * x + s.b
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Point(x, y)
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}
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@ -68,10 +68,10 @@ class TrapezoidalMap {
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def case1(t: Trapezoid, s: Segment) = {
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val trapezoids = new Array[Trapezoid](4)
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trapezoids(0) = new Trapezoid(t.leftPoint.clone, s.p.clone, t.top, t.bottom)
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trapezoids(1) = new Trapezoid(s.p.clone, s.q.clone, t.top, s)
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trapezoids(2) = new Trapezoid(s.p.clone, s.q.clone, s, t.bottom)
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trapezoids(3) = new Trapezoid(s.q.clone, t.rightPoint.clone, t.top, t.bottom)
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trapezoids(0) = new Trapezoid(t.leftPoint, s.p, t.top, t.bottom)
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trapezoids(1) = new Trapezoid(s.p, s.q, t.top, s)
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trapezoids(2) = new Trapezoid(s.p, s.q, s, t.bottom)
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trapezoids(3) = new Trapezoid(s.q, t.rightPoint, t.top, t.bottom)
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trapezoids(0).update(t.upperLeft, t.lowerLeft, trapezoids(1), trapezoids(2))
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trapezoids(1).update(trapezoids(0), null, trapezoids(3), null)
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@ -88,12 +88,12 @@ class TrapezoidalMap {
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// break trapezoid into 3 smaller trapezoids
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def case2(t: Trapezoid, s: Segment) = {
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assert(s.p.x < s.q.x)
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val rp = if(s.q.x == t.rightPoint.x) s.q else t.rightPoint
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val trapezoids = new Array[Trapezoid](3)
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trapezoids(0) = new Trapezoid(t.leftPoint.clone, s.p.clone, t.top, t.bottom)
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trapezoids(1) = new Trapezoid(s.p.clone, t.rightPoint.clone, t.top, s)
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trapezoids(2) = new Trapezoid(s.p.clone, t.rightPoint.clone, s, t.bottom)
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trapezoids(0) = new Trapezoid(t.leftPoint, s.p, t.top, t.bottom)
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trapezoids(1) = new Trapezoid(s.p, rp, t.top, s)
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trapezoids(2) = new Trapezoid(s.p, rp, s, t.bottom)
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trapezoids(0).update(t.upperLeft, t.lowerLeft, trapezoids(1), trapezoids(2))
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trapezoids(1).update(trapezoids(0), null, t.upperRight, null)
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@ -110,17 +110,20 @@ class TrapezoidalMap {
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// Case 3: Trapezoid is bisected
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def case3(t: Trapezoid, s: Segment) = {
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val lp = if(s.p.x == t.leftPoint.x) s.p else t.leftPoint
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val rp = if(s.q.x == t.rightPoint.x) s.q else t.rightPoint
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val topCross = (tCross == t.top)
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val bottomCross = (bCross == t.bottom)
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val trapezoids = new Array[Trapezoid](2)
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trapezoids(0) = if(topCross) t.upperLeft else new Trapezoid(t.leftPoint.clone, t.rightPoint.clone, t.top, s)
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trapezoids(1) = if(bottomCross) t.lowerLeft else new Trapezoid(t.leftPoint.clone, t.rightPoint.clone, s, t.bottom)
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trapezoids(0) = if(topCross) t.upperLeft else new Trapezoid(lp, rp, t.top, s)
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trapezoids(1) = if(bottomCross) t.lowerLeft else new Trapezoid(lp, rp, s, t.bottom)
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if(topCross) {
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trapezoids(0).upperRight = t.upperRight
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if(t.upperRight != null) t.upperRight.upperLeft = trapezoids(0)
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trapezoids(0).rightPoint = t.rightPoint.clone
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trapezoids(0).rightPoint = rp
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} else {
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trapezoids(0).update(t.upperLeft, s.above, t.upperRight, null)
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}
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@ -128,7 +131,7 @@ class TrapezoidalMap {
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if(bottomCross) {
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trapezoids(1).lowerRight = t.lowerRight
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if(t.lowerRight != null) t.lowerRight.lowerLeft = trapezoids(1)
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trapezoids(1).rightPoint = t.rightPoint.clone
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trapezoids(1).rightPoint = rp
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} else {
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trapezoids(1).update(s.below, t.lowerLeft, null, t.lowerRight)
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}
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@ -144,25 +147,28 @@ class TrapezoidalMap {
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// Case 4: Trapezoid contains point q, p lies outside
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// break trapezoid into 3 smaller trapezoids
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def case4(t: Trapezoid, s: Segment) = {
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val lp = if(s.p.x == t.leftPoint.x) s.p else t.leftPoint
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val rp = if(s.q.x == t.rightPoint.x) s.q else t.rightPoint
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val topCross = (tCross == t.top)
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val bottomCross = (bCross == t.bottom)
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val trapezoids = new Array[Trapezoid](3)
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trapezoids(0) = if(topCross) t.upperLeft else new Trapezoid(t.leftPoint.clone, s.q.clone, t.top, s)
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trapezoids(1) = if(bottomCross) t.lowerLeft else new Trapezoid(t.leftPoint.clone, s.q.clone, s, t.bottom)
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trapezoids(2) = new Trapezoid(s.q.clone, t.rightPoint.clone, t.top, t.bottom)
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trapezoids(0) = if(topCross) t.upperLeft else new Trapezoid(lp, s.q, t.top, s)
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trapezoids(1) = if(bottomCross) t.lowerLeft else new Trapezoid(lp, s.q, s, t.bottom)
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trapezoids(2) = new Trapezoid(s.q, t.rightPoint, t.top, t.bottom)
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if(topCross) {
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trapezoids(0).upperRight = trapezoids(2)
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trapezoids(0).rightPoint = s.q.clone
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trapezoids(0).rightPoint = s.q
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} else {
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trapezoids(0).update(t.upperLeft, s.above, trapezoids(2), null)
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}
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if(bottomCross) {
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trapezoids(1).lowerRight = trapezoids(2)
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trapezoids(1).rightPoint = s.q.clone
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trapezoids(1).rightPoint = s.q
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} else {
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trapezoids(1).update(s.below, t.lowerLeft, null, trapezoids(2))
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}
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@ -178,24 +184,24 @@ class TrapezoidalMap {
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// Create an AABB around segments
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def boundingBox(segments: ArrayBuffer[Segment]): Trapezoid = {
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var max = segments(0).p.clone + margin
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var min = segments(0).q.clone - margin
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var max = segments(0).p + margin
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var min = segments(0).q - margin
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for(s <- segments) {
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if(s.p.clone.x > max.x) max = Point(s.p.x + margin, max.y)
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if(s.p.clone.y > max.y) max = Point(max.x, s.p.y + margin)
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if(s.q.clone.x > max.x) max = Point(s.q.x+margin, max.y)
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if(s.q.clone.y > max.y) max = Point(max.x, s.q.y+margin)
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if(s.p.clone.x < min.x) min = Point(s.p.x-margin, min.y)
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if(s.p.clone.y < min.y) min = Point(min.x, s.p.y-margin)
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if(s.q.clone.x < min.x) min = Point(s.q.x-margin, min.y)
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if(s.q.clone.y < min.y) min = Point(min.x, s.q.y-margin)
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if(s.p.x > max.x) max = Point(s.p.x + margin, max.y)
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if(s.p.y > max.y) max = Point(max.x, s.p.y + margin)
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if(s.q.x > max.x) max = Point(s.q.x+margin, max.y)
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if(s.q.y > max.y) max = Point(max.x, s.q.y+margin)
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if(s.p.x < min.x) min = Point(s.p.x-margin, min.y)
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if(s.p.y < min.y) min = Point(min.x, s.p.y-margin)
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if(s.q.x < min.x) min = Point(s.q.x-margin, min.y)
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if(s.q.y < min.y) min = Point(min.x, s.q.y-margin)
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}
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val top = new Segment(Point(min.x, max.y), Point(max.x, max.y))
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val bottom = new Segment(Point(min.x, min.y), Point(max.x, min.y))
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val left = bottom.p.clone
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val right = bottom.q.clone
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val left = bottom.p
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val right = bottom.q
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return new Trapezoid(left, right, top, bottom)
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}
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