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Update formatting
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@ -18,23 +18,23 @@ pub fn triangulate<'r>(
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triangulation
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triangulation
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.add_constraint_edges(
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.add_constraint_edges(
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vertices.into_iter().map(|vertex| {
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vertices.into_iter().map(|vertex| {
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// Here, we project a 3D point (from the vertex) into the
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// Here, we project a 3D point (from the vertex) into the face's
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// face's surface, creating a 2D point. Through the surface,
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// surface, creating a 2D point. Through the surface, this 2D
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// this 2D point has a position in 3D space.
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// point has a position in 3D space.
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//
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//
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// But this position isn't necessarily going to be the same
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// But this position isn't necessarily going to be the same as
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// as the position of the original 3D point, due to
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// the position of the original 3D point, due to numerical
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// numerical inaccuracy.
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// inaccuracy.
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//
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//
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// This doesn't matter. Neither does the fact, that other
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// This doesn't matter. Neither does the fact, that other faces
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// faces might share the same vertices and project them into
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// might share the same vertices and project them into their own
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// their own surfaces, creating more redundancy.
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// surfaces, creating more redundancy.
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//
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//
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// The reason that it doesn't, is that we're using the
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// The reason that it doesn't, is that we're using the projected
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// projected 2D points _only_ for this local triangulation.
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// 2D points _only_ for this local triangulation. Once that
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// Once that tells us how the different 3D points must
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// tells us how the different 3D points must connect, we use the
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// connect, we use the original 3D points to build those
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// original 3D points to build those triangles. We never convert
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// triangles. We never convert the 2D points back into 3D.
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// the 2D points back into 3D.
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let point_surface = surface.project_point(vertex.point);
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let point_surface = surface.project_point(vertex.point);
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TriangulationPoint {
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TriangulationPoint {
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