Update formatting

This commit is contained in:
Hanno Braun 2025-02-19 21:52:56 +01:00
parent ba8441c396
commit c1af8b277e

View File

@ -18,23 +18,23 @@ pub fn triangulate<'r>(
triangulation
.add_constraint_edges(
vertices.into_iter().map(|vertex| {
// 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.
// 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.
//
// 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 = surface.project_point(vertex.point);
TriangulationPoint {