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