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https://github.com/jhasse/poly2tri.git
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code cleanup
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parent
316ab15839
commit
e827825e47
@ -305,8 +305,8 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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CDT.clearPoint = 7
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CDT.clearPoint = 7
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loadModel(i18, 20f, Point(600f, 500f), 20)
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loadModel(i18, 20f, Point(600f, 500f), 20)
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case "data/nazca_heron.dat" =>
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case "data/nazca_heron.dat" =>
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doCDT = false; drawCDT = false; drawcdtMesh = false
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//doCDT = false; drawCDT = false; drawcdtMesh = false
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CDT.clearPoint = 7
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CDT.clearPoint = 100
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loadModel(nazcaHeron, 4.2f, Point(400f, 300f), 1500)
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loadModel(nazcaHeron, 4.2f, Point(400f, 300f), 1500)
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case "data/tank.dat" =>
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case "data/tank.dat" =>
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//doCDT = false; drawCDT = false; drawcdtMesh = false
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//doCDT = false; drawCDT = false; drawcdtMesh = false
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@ -61,7 +61,7 @@ class AFront(iTriangle: Triangle) {
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// Locate node containing given point
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// Locate node containing given point
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def locatePoint(point: Point): Node = {
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def locatePoint(point: Point): Node = {
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var node = head
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var node = head
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while(node != tail) {
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while(node != null) {
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if(point == node.point)
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if(point == node.point)
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return node
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return node
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node = node.next
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node = node.next
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@ -90,72 +90,33 @@ class AFront(iTriangle: Triangle) {
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}
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}
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// Update advancing front with constrained edge triangles
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// Update advancing front with constrained edge triangles
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def constrainedEdge(sNode: Node, eNode: Node, T1: ArrayBuffer[Triangle],
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def constrainedEdge(sNode: Node, eNode: Node, T2: ArrayBuffer[Triangle], edge: Segment): Triangle = {
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T2: ArrayBuffer[Triangle], edge: Segment): Triangle = {
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var node = sNode
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var node = sNode
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var t1r, t2r = false
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// Scan the advancing front and update Node triangle pointers
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// Either T1 OR T2
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while(node != eNode) {
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T2.foreach(t => {
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if(t.contains(node.point, node.next.point)) {
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node.triangle = t
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t2r = true
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}
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})
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if(!t2r)
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T1.foreach(t => {
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if(t.contains(node.point, node.next.point)) {
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node.triangle = t
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t1r = true
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}
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})
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node = node.next
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}
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val point1 = edge.q
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val point1 = edge.q
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val point2 = edge.p
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val point2 = edge.p
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// Select edge triangles
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var edgeTri: Triangle = null
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var marked = false
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var edgeTri1: Triangle = null
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// Scan the advancing front and update Node triangle pointers
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var i = 0
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while(node != eNode) {
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while(edgeTri1 == null) {
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if(T1(i).contains(point1, point2))
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edgeTri1 = T1(i)
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i += 1
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}
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// Mark constrained edge
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edgeTri1 markEdge(point1, point2)
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var edgeTri2: Triangle = null
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i = 0
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while(edgeTri2 == null) {
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if(T2(i).contains(point1, point2))
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edgeTri2 = T2(i)
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i += 1
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}
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// Mark constrained edge
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T2.foreach(t => {
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edgeTri2 markEdge(point1, point2)
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if(t.contains(node.point, node.next.point))
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node.triangle = t
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// Update neighbor pointer
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if(!marked && t.contains(point1, point2)) {
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edgeTri1.markNeighbor(edgeTri2)
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edgeTri = t
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edgeTri markEdge(point1, point2)
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if(t1r && !t2r)
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marked = true
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edgeTri1
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}
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else if(t2r && !t1r) {
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})
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edgeTri2
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} else {
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node = node.next
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throw new Exception("edge insertion error")
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}
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}
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edgeTri
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}
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}
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def -=(tuple: Tuple3[Node, Node, Triangle]) {
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def -=(tuple: Tuple3[Node, Node, Triangle]) {
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@ -240,13 +240,11 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val sNode = aFront.locate(point1)
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val sNode = aFront.locate(point1)
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val eNode = aFront.locate(point2)
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val eNode = aFront.locate(point2)
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val first = aFront.constrainedEdge(sNode, eNode, T1, T2, edge)
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// Update neighbors
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// Update neighbors
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edgeNeighbors(nTriangles, T1)
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edgeNeighbors(nTriangles, T1)
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edgeNeighbors(nTriangles, T2)
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edgeNeighbors(nTriangles, T2)
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first
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aFront.constrainedEdge(sNode, eNode, T2, edge)
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} else if(firstTriangle == null) {
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} else if(firstTriangle == null) {
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@ -257,7 +255,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val point1 = if(ahead) edge.q else edge.p
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val point1 = if(ahead) edge.q else edge.p
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val point2 = if(ahead) edge.p else edge.q
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val point2 = if(ahead) edge.p else edge.q
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var node = aFront.locate(point1)
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var node = aFront.locatePoint(point1)
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val first = node
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val first = node
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val points = new ArrayBuffer[Point]
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val points = new ArrayBuffer[Point]
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@ -277,8 +275,6 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val T = new ArrayBuffer[Triangle]
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val T = new ArrayBuffer[Triangle]
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triangulate(points.toArray, List(edge.q, edge.p), T)
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triangulate(points.toArray, List(edge.q, edge.p), T)
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// Update advancing front
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// Select edge triangle
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// Select edge triangle
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var edgeTri: Triangle = null
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var edgeTri: Triangle = null
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var i = 0
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var i = 0
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@ -288,6 +284,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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i += 1
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i += 1
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}
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}
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// Update advancing front
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aFront link (first, node, edgeTri)
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aFront link (first, node, edgeTri)
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// Update neighbors
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// Update neighbors
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@ -299,9 +296,9 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// Return original triangle
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// Return original triangle
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triangle
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triangle
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} else if(firstTriangle.contains(edge.p, edge.q)) {
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} else if(firstTriangle.contains(edge.q, edge.p)) {
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// Mark constrained edge
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// Mark constrained edge
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firstTriangle markEdge(edge.p, edge.q)
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firstTriangle markEdge(edge.q, edge.p)
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triangle
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triangle
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} else {
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} else {
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throw new Exception("Triangulation error")
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throw new Exception("Triangulation error")
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@ -347,10 +344,10 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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}
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}
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if(!P.isEmpty) {
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if(!P.isEmpty) {
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val ccw = Util.orient2d(a, b, P(i)) > 0
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//val ccw = Util.orient2d(a, b, P(i)) > 0
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val pB = if(ccw) P(i) else b
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//val pB = if(ccw) P(i) else b
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val pC = if(ccw) b else P(i)
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//val pC = if(ccw) b else P(i)
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val points = Array(a, pB, pC)
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val points = Array(a, P(i), b)
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T += new Triangle(points)
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T += new Triangle(points)
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mesh.map += T.last
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mesh.map += T.last
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}
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}
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@ -447,8 +444,8 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// Update new neighbors
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// Update new neighbors
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for(n <- neighbors) {
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for(n <- neighbors) {
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if(n != null) {
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if(n != null) {
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t2.markNeighbor(n)
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t1.markNeighbor(n)
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t1.markNeighbor(n)
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t2.markNeighbor(n)
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}
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}
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}
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}
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t2.markNeighbor(t1)
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t2.markNeighbor(t1)
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@ -132,7 +132,7 @@ class Triangle(val points: Array[Point]) {
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else if(edge.q == points(1))
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else if(edge.q == points(1))
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search(points(0), points(2), edge, neighbors(0))
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search(points(0), points(2), edge, neighbors(0))
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else if(edge.q == points(2))
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else if(edge.q == points(2))
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search(points(1), points(0), edge, neighbors(1))
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search(points(0), points(1), edge, neighbors(1))
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else
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else
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throw new Exception("Point not found")
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throw new Exception("Point not found")
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@ -125,7 +125,7 @@ object Util {
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return det
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return det
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} else {
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} else {
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// Cheat a little bit.... we have a degenerate triangle
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// Cheat a little bit.... we have a degenerate triangle
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val c = pc * 1.0001f
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val c = pc * 0.1e-5f
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return orient2d(pa, pb, c)
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return orient2d(pa, pb, c)
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}
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}
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