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fixed floating point rounding bug
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08264e50d0
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6100a498ab
@ -171,13 +171,14 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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val p16 = Point(300,312)
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segments = new ArrayBuffer[Segment]
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segments += new Segment(p1, p2)
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segments += new Segment(p2, p3)
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segments += new Segment(p3, p4)
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segments += new Segment(p1, p2)
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segments += new Segment(p7, p1)
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segments += new Segment(p4, p5)
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segments += new Segment(p3, p4)
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segments += new Segment(p5, p6)
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segments += new Segment(p6, p7)
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segments += new Segment(p7, p8)
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segments += new Segment(p3, p4)
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segments += new Segment(p8, p9)
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segments += new Segment(p9, p10)
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segments += new Segment(p10, p11)
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@ -49,7 +49,7 @@ class Segment(var p: Point, var q: Point) {
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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 < slope * point.x + b)
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def > (point: Point) = (point.y < Math.floor(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 > slope * point.x + b)
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@ -144,11 +144,11 @@ class Triangulator(segments: ArrayBuffer[Segment]) {
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if(s.p.x > s.q.x) {
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segs += new Segment(s.q.clone, s.p.clone)
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} else if(s.p.x < s.q.x)
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segs += new Segment(s.p.clone, s.q.clone)
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segs += new Segment(s.p.clone, s.q.clone)
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// Randomized triangulation improves performance
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// See Seidel's paper, or O'Rourke's book, p. 57
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// Turn this off for now because of pointer bug somewhere in DAG / trapezoidal map
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//Random.shuffle(segs)
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Random.shuffle(segs)
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segs
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}
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}
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@ -35,10 +35,11 @@ class YNode(segment: Segment, lChild: Node, rChild: Node) extends Node(lChild, r
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override def locate(s: Segment): Sink = {
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if (segment > s.p) {
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// Move down the graph
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right.locate(s)
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return right.locate(s)
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} else if (segment < s.p){
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// Move up the graph
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left.locate(s)
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return left.locate(s)
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} else {
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// s and segment share the same endpoint, p
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if (s.slope < segment.slope) {
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