Update formatting

This commit is contained in:
Hanno Braun 2025-08-14 11:54:23 +02:00
parent b32c9e84de
commit 7ce64add15

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@ -86,22 +86,21 @@ fn half_edges_to_points(
}) })
.map(|point_global| { .map(|point_global| {
// Here, we project a 3D point (from the vertex) into the face's // Here, we project a 3D point (from the vertex) into the face's
// surface, creating a 2D point. Through the surface, this 2D // surface, creating a 2D point. Through the surface, this 2D point
// point has a position in 3D space. // has a position in 3D space.
// //
// But this position isn't necessarily going to be the same as // But this position isn't necessarily going to be the same as the
// the position of the original 3D point, due to numerical // position of the original 3D point, due to numerical inaccuracy.
// inaccuracy.
// //
// This doesn't matter. Neither does the fact, that other faces // This doesn't matter. Neither does the fact, that other faces
// might share the same vertices and project them into their own // might share the same vertices and project them into their own
// surfaces, creating more redundancy. // surfaces, creating more redundancy.
// //
// The reason that it doesn't, is that we're using the projected // The reason that it doesn't, is that we're using the projected 2D
// 2D points _only_ for this local triangulation. Once that // points _only_ for this local triangulation. Once that tells us
// tells us how the different 3D points must connect, we use the // how the different 3D points must connect, we use the original 3D
// original 3D points to build those triangles. We never convert // points to build those triangles. We never convert the 2D points
// the 2D points back into 3D. // back into 3D.
let point_surface = surface.project_point(point_global, tolerance); let point_surface = surface.project_point(point_global, tolerance);
TriangulationPoint { TriangulationPoint {