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fixed orientation bug
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456a6a8d15
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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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private def sweep {
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for(i <- 1 until 10 /*points.size*/) {
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for(i <- 1 until points.size) {
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val point = points(i)
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// Process Point event
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val triangle = pointEvent(point)
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@ -334,7 +334,19 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val v2 = p1 - p2
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val v3 = p1 - p4
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val v4 = p3 - p4
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if((v1 dot v2) < 0 && (v3 dot v4) < 0)
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val cosA = v1 dot v2
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val cosB = v3 dot v4
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if(cosA < 0 && cosB < 0)
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return true
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else if(cosA > 0 && cosB > 0)
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return false
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val sinA = v1 cross v2
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val sinB = v3 cross v4
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if(cosA*sinB + sinA*cosB < -0.01f)
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true
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else
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false
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@ -118,15 +118,28 @@ class Triangle(val points: Array[Point], val neighbors: Array[Triangle]) {
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// Locate next triangle crossed by constraied edge
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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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if(orient(points(0), points(1), e) > 0)
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return neighbors(2)
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if(orient(points(1), points(2), e) > 0)
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return neighbors(0)
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if(orient(points(2), points(0), e) > 0)
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return neighbors(1)
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else
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// Point must reside inside this triangle
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this
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}
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// Return: positive if point p is left of ab
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// negative if point p is right of ab
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// zero if points are colinear
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def orient(b: Point, a: Point, p: Point): Float = {
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val acx = a.x - p.x
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val bcx = b.x - p.x
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val acy = a.y - p.y
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val bcy = b.y - p.y
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acx * bcy - acy * bcx
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}
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// The neighbor CW to given point
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def neighborCW(point: Point): Triangle = {
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if(point == points(0)) {
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