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influence region
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@ -75,7 +75,6 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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var drawSegs = true
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var hiLighter = 0
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var drawEarClip = false
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var hertelMehlhorn = false
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var drawCDT = false
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val nazcaMonkey = "data/nazca_monkey.dat"
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@ -201,7 +200,6 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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if(c == '6') selectModel(i18)
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if(c == 's') drawSegs = !drawSegs
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if(c == 'e') {drawEarClip = !drawEarClip; selectModel(currentModel)}
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if(c == 'h') {hertelMehlhorn = !hertelMehlhorn; selectModel(currentModel)}
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}
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def selectModel(model: String) {
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@ -262,7 +260,6 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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// Sediel triangulation
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seidel = new Triangulator(segments)
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seidel.buildTriangles = hertelMehlhorn
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val t1 = System.nanoTime
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seidel.process
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@ -122,13 +122,13 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// Implement sweep-line
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private def sweep {
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for(i <- 1 until 9 /*points.size*/) {
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for(i <- 1 until points.size) {
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val point = points(i)
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println(point)
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// Process Point event
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val triangle = pointEvent(point)
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//val triangle =
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pointEvent(point)
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// Process edge events
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point.edges.foreach(e => edgeEvent(e, triangle))
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//point.edges.foreach(e => edgeEvent(e, triangle))
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}
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}
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@ -164,12 +164,40 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// EdgeEvent
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private def edgeEvent(edge: Segment, triangle: Triangle) {
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// STEP 1: Locate the first intersected triangle
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val first = triangle.locateFirst(edge)
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println(first)
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if(first != null && first != triangle && !first.contains(edge))
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mesh.map -= first
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val firstTriangle = triangle.locateFirst(edge)
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// STEP 2: Remove intersected triangles
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if(firstTriangle != null && !firstTriangle.contains(edge)) {
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// Collect intersected triangles
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val triangles = new ArrayBuffer[Triangle]
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triangles += firstTriangle
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while(!triangles.last.contains(edge.p))
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triangles += triangles.last.findNeighbor(edge.p - edge.q)
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// Remove from the mesh
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triangles.foreach(t => mesh.map -= t)
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} else if(firstTriangle == null) {
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// Traverse the AFront, and build triangle list
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var node = aFront.locate(edge.q)
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if(edge.p.x > edge.q.x) {
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// Search right
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while(node.point != edge.p) {
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// Collect points
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node = node.next
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}
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} else {
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// Search left
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while(node.point != edge.p) {
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// Collect points
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node = node.prev
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}
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}
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}
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// STEP 3: Triangulate empty areas.
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}
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@ -35,7 +35,7 @@ import scala.collection.mutable.{ArrayBuffer, Queue}
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import shapes.Point
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// Doubly linked list
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class MonotoneMountain(buildTriangles: Boolean) {
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class MonotoneMountain {
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var tail, head: Point = null
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var size = 0
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@ -108,10 +108,7 @@ class MonotoneMountain(buildTriangles: Boolean) {
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p = p.next
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}
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if(buildTriangles)
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triangulate
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else
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hertelMehlhorn
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triangulate
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}
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@ -135,30 +132,7 @@ class MonotoneMountain(buildTriangles: Boolean) {
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assert(size <= 3, "Triangulation bug, please report")
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}
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private def hertelMehlhorn {
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while(!convexPoints.isEmpty) {
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val ear = convexPoints.remove(0)
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val a = ear.prev
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val b = ear
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val c = ear.next
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val triangle = Array(a, b, c)
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convexPolies += triangle
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// Remove ear, update angles and convex list
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remove(ear)
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}
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val polygon = new Array[Point](size)
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var p = head
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for(i <- 0 until size) {
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polygon(i) = p
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p = p.next
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}
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convexPolies += polygon
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}
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private def valid(p: Point) = (p != head && p != tail && convex(p))
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// Create the monotone polygon
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@ -43,9 +43,6 @@ class Triangulator(segments: ArrayBuffer[Segment]) {
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// Convex polygon list
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var polygons = new ArrayBuffer[Array[Point]]
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// Generate triangles vs non-convex polygons
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// On by default
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var buildTriangles = true
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// Order and randomize the segments
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val segmentList = orderSegments
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@ -149,7 +146,7 @@ class Triangulator(segments: ArrayBuffer[Segment]) {
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if(s.mPoints.size > 0) {
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val mountain = new MonotoneMountain(buildTriangles)
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val mountain = new MonotoneMountain
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var k: List[Point] = null
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// Sorting is a perfromance hit. Literature says this can be accomplised in
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@ -173,20 +170,11 @@ class Triangulator(segments: ArrayBuffer[Segment]) {
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// Triangulate monotone mountain
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mountain process
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if(buildTriangles) {
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// Extract the triangles into a single list
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j = 0
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while(j < mountain.triangles.size) {
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polygons += mountain.triangles(j)
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j += 1
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}
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} else {
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// Extract the convex polygons into a single list
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j = 0
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while(j < mountain.convexPolies.size) {
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polygons += mountain.convexPolies(j)
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j += 1
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}
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// Extract the triangles into a single list
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j = 0
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while(j < mountain.triangles.size) {
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polygons += mountain.triangles(j)
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j += 1
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}
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xMonoPoly += mountain
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@ -53,13 +53,14 @@ class Segment(var p: Point, var q: Point) {
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// Update point edge list for CDT
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def updateEdge {
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if(p.y > q.y) {
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if(q.y > p.y) {
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// For CDT we want q to be the point with > y
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val tmp = p
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p = q
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q = tmp
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// val tmp = p
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//p = q
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//q = tmp
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q.edges += this
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}
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q.edges += this
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}
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}
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@ -30,6 +30,8 @@
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*/
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package org.poly2tri.shapes
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import scala.collection.mutable.ArrayBuffer
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// Triangle-based data structures are know to have better performance than quad-edge structures
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// See: J. Shewchuk, "Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator"
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// "Triangulations in CGAL"
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@ -65,7 +67,7 @@ class Triangle(val points: Array[Point], val neighbors: Array[Triangle]) {
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}
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def contains(p: Point): Boolean = (p == points(0) || p == points(1) || p == points(2))
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def contains(e: Segment): Boolean = (contains(e.p) || contains(e.q))
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def contains(e: Segment): Boolean = (contains(e.p) && contains(e.q))
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// Fast point in triangle test
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def pointIn(point: Point): Boolean = {
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@ -86,7 +88,7 @@ class Triangle(val points: Array[Point], val neighbors: Array[Triangle]) {
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val p = edge.p
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if(contains(p)) return this
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val q = edge.q
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val e = q - p
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val e = p - q
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if(q == points(0)) {
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val sameSign = Math.signum(ik cross e) == Math.signum(ij cross e)
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if(!sameSign) return this
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@ -105,4 +107,15 @@ class Triangle(val points: Array[Point], val neighbors: Array[Triangle]) {
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}
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throw new Exception("location error")
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}
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def findNeighbor(e: Point): Triangle = {
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var sameSign = Math.signum(ik cross e) == Math.signum(ij cross e)
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if(!sameSign) return neighbors(0)
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sameSign = Math.signum(jk cross e) == Math.signum(ji cross e)
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if(!sameSign) return neighbors(1)
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sameSign = Math.signum(kj cross e) == Math.signum(ki cross e)
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if(!sameSign) return neighbors(2)
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this
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}
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}
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