From 7ce64add155d378755af43f257d9845eae47f4ef Mon Sep 17 00:00:00 2001 From: Hanno Braun Date: Thu, 14 Aug 2025 11:54:23 +0200 Subject: [PATCH] Update formatting --- .../2025-03-18/src/extra/triangulate/face.rs | 19 +++++++++---------- 1 file changed, 9 insertions(+), 10 deletions(-) diff --git a/experiments/2025-03-18/src/extra/triangulate/face.rs b/experiments/2025-03-18/src/extra/triangulate/face.rs index 7754a4627..576f5aa40 100644 --- a/experiments/2025-03-18/src/extra/triangulate/face.rs +++ b/experiments/2025-03-18/src/extra/triangulate/face.rs @@ -86,22 +86,21 @@ fn half_edges_to_points( }) .map(|point_global| { // Here, we project a 3D point (from the vertex) into the face's - // surface, creating a 2D point. Through the surface, this 2D - // point has a position in 3D space. + // surface, creating a 2D point. Through the surface, this 2D point + // has a position in 3D space. // - // But this position isn't necessarily going to be the same as - // the position of the original 3D point, due to numerical - // inaccuracy. + // But this position isn't necessarily going to be the same as the + // position of the original 3D point, due to numerical inaccuracy. // // This doesn't matter. Neither does the fact, that other faces // might share the same vertices and project them into their own // surfaces, creating more redundancy. // - // The reason that it doesn't, is that we're using the projected - // 2D points _only_ for this local triangulation. Once that - // tells us how the different 3D points must connect, we use the - // original 3D points to build those triangles. We never convert - // the 2D points back into 3D. + // The reason that it doesn't, is that we're using the projected 2D + // points _only_ for this local triangulation. Once that tells us + // how the different 3D points must connect, we use the original 3D + // points to build those triangles. We never convert the 2D points + // back into 3D. let point_surface = surface.project_point(point_global, tolerance); TriangulationPoint {