diff --git a/experiments/2025-03-18/src/extra/triangulate.rs b/experiments/2025-03-18/src/extra/triangulate.rs index 87ec891f6..9c1a30303 100644 --- a/experiments/2025-03-18/src/extra/triangulate.rs +++ b/experiments/2025-03-18/src/extra/triangulate.rs @@ -43,22 +43,21 @@ pub fn triangulate(face: &Face) -> TriMesh { fn points(face: &Face) -> Vec { let points_from_half_edges = face.half_edges.iter().map(|half_edge| { // 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. + // 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 = face.surface.geometry.project_point(half_edge.start.point);