diff --git a/experiments/2024-12-09/src/extra/triangulate.rs b/experiments/2024-12-09/src/extra/triangulate.rs index 7a4e95acb..ff4bf6c83 100644 --- a/experiments/2024-12-09/src/extra/triangulate.rs +++ b/experiments/2024-12-09/src/extra/triangulate.rs @@ -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 {