diff --git a/experiments/2025-03-18/src/extra/triangulate.rs b/experiments/2025-03-18/src/extra/triangulate.rs index f2397821a..3cd0e6fdd 100644 --- a/experiments/2025-03-18/src/extra/triangulate.rs +++ b/experiments/2025-03-18/src/extra/triangulate.rs @@ -56,21 +56,22 @@ fn half_edges_to_points(face: &Face, target: &mut Vec) { .map(|half_edge| half_edge.start.point) .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. + // 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(point_global);