2009-01-19 10:37:10 +00:00
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#include "../solvespace.h"
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2009-01-21 05:04:38 +00:00
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void SPolygon::UvTriangulateInto(SMesh *m) {
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if(l.n <= 0) return;
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normal = Vector::From(0, 0, 1);
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while(l.n > 0) {
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FixContourDirections();
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l.ClearTags();
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// Find a top-level contour, and start with that. Then build bridges
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// in order to merge all its islands into a single contour.
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SContour *top;
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for(top = l.First(); top; top = l.NextAfter(top)) {
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if(top->timesEnclosed == 0) {
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break;
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}
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}
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if(!top) {
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dbp("polygon has no top-level contours?");
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return;
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}
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// Start with the outer contour
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SContour merged;
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ZERO(&merged);
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top->tag = 1;
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top->CopyInto(&merged);
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(merged.l.n)--;
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// List all of the edges, for testing whether bridges work.
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SEdgeList el;
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ZERO(&el);
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top->MakeEdgesInto(&el);
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List<Vector> vl;
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ZERO(&vl);
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// And now find all of its holes;
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SContour *sc;
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for(sc = l.First(); sc; sc = l.NextAfter(sc)) {
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if(sc->timesEnclosed != 1) continue;
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if(sc->l.n < 1) continue;
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if(top->ContainsPointProjdToNormal(normal, sc->l.elem[0].p)) {
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sc->tag = 2;
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sc->MakeEdgesInto(&el);
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}
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}
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bool holesExist, mergedHole;
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do {
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holesExist = false;
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mergedHole = false;
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for(sc = l.First(); sc; sc = l.NextAfter(sc)) {
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if(sc->tag != 2) continue;
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holesExist = true;
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if(merged.BridgeToContour(sc, &el, &vl)) {
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// Merged it in, so we're done with it.
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sc->tag = 3;
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mergedHole = true;
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} else {
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// Looks like we can't merge it yet, but that can happen;
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// we may have to merge the holes in a specific order.
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}
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}
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if(holesExist && !mergedHole) {
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dbp("holes exist, yet couldn't merge one");
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return;
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}
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} while(holesExist);
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merged.UvTriangulateInto(m);
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merged.l.Clear();
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el.Clear();
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vl.Clear();
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l.RemoveTagged();
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}
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}
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bool SContour::BridgeToContour(SContour *sc,
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SEdgeList *avoidEdges, List<Vector> *avoidPts)
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{
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int thisp, scp;
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Vector a, b, *f;
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for(thisp = 0; thisp < l.n; thisp++) {
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a = l.elem[thisp].p;
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for(f = avoidPts->First(); f; f = avoidPts->NextAfter(f)) {
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if(f->Equals(a)) break;
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}
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if(f) continue;
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for(scp = 0; scp < (sc->l.n - 1); scp++) {
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b = sc->l.elem[scp].p;
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for(f = avoidPts->First(); f; f = avoidPts->NextAfter(f)) {
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if(f->Equals(b)) break;
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}
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if(f) continue;
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if(avoidEdges->AnyEdgeCrosses(a, b)) {
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// doesn't work, bridge crosses an existing edge
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} else {
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goto haveEdge;
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}
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}
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}
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// Tried all the possibilities, didn't find an edge
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return false;
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haveEdge:
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SContour merged;
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ZERO(&merged);
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int i, j;
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for(i = 0; i < l.n; i++) {
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merged.AddPoint(l.elem[i].p);
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if(i == thisp) {
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// less than or equal; need to duplicate the join point
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for(j = 0; j <= (sc->l.n - 1); j++) {
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int jp = WRAP(j + scp, (sc->l.n - 1));
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merged.AddPoint((sc->l.elem[jp]).p);
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}
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// and likewise duplicate join point for the outer curve
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merged.AddPoint(l.elem[i].p);
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}
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}
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// and future bridges mustn't cross our bridge, and it's tricky to get
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// things right if two bridges come from the same point
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avoidEdges->AddEdge(a, b);
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avoidPts->Add(&a);
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avoidPts->Add(&b);
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l.Clear();
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l = merged.l;
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return true;
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}
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bool SContour::IsEar(int bp) {
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int ap = WRAP(bp-1, l.n),
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cp = WRAP(bp+1, l.n);
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STriangle tr;
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ZERO(&tr);
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tr.a = l.elem[ap].p;
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tr.b = l.elem[bp].p;
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tr.c = l.elem[cp].p;
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Vector n = Vector::From(0, 0, -1);
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if((tr.Normal()).Dot(n) < LENGTH_EPS) {
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// This vertex is reflex, or between two collinear edges; either way,
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// it's not an ear.
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return false;
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}
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// Accelerate with an axis-aligned bounding box test
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Vector maxv = tr.a, minv = tr.a;
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(tr.b).MakeMaxMin(&maxv, &minv);
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(tr.c).MakeMaxMin(&maxv, &minv);
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int i;
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for(i = 0; i < l.n; i++) {
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if(i == ap || i == bp || i == cp) continue;
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Vector p = l.elem[i].p;
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if(p.OutsideAndNotOn(maxv, minv)) continue;
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// A point on the edge of the triangle is considered to be inside,
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// and therefore makes it a non-ear; but a point on the vertex is
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// "outside", since that's necessary to make bridges work.
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if(p.EqualsExactly(tr.a)) continue;
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if(p.EqualsExactly(tr.b)) continue;
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if(p.EqualsExactly(tr.c)) continue;
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if(tr.ContainsPointProjd(n, p)) {
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return false;
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}
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}
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return true;
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}
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void SContour::ClipEarInto(SMesh *m, int bp) {
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int ap = WRAP(bp-1, l.n),
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cp = WRAP(bp+1, l.n);
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STriangle tr;
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ZERO(&tr);
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tr.a = l.elem[ap].p;
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tr.b = l.elem[bp].p;
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tr.c = l.elem[cp].p;
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m->AddTriangle(&tr);
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// By deleting the point at bp, we may change the ear-ness of the points
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// on either side.
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l.elem[ap].ear = SPoint::UNKNOWN;
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l.elem[cp].ear = SPoint::UNKNOWN;
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l.ClearTags();
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l.elem[bp].tag = 1;
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l.RemoveTagged();
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}
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void SContour::UvTriangulateInto(SMesh *m) {
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int i;
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for(i = 0; i < l.n; i++) {
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(l.elem[i]).ear = IsEar(i) ? SPoint::EAR : SPoint::NOT_EAR;
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}
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while(l.n > 3) {
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for(i = 0; i < l.n; i++) {
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if(l.elem[i].ear == SPoint::UNKNOWN) {
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(l.elem[i]).ear = IsEar(i) ? SPoint::EAR : SPoint::NOT_EAR;
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}
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}
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for(i = 0; i < l.n; i++) {
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if(l.elem[i].ear == SPoint::EAR) {
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break;
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}
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}
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if(i >= l.n) {
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dbp("couldn't find an ear! fail");
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return;
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}
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ClipEarInto(m, i);
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}
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ClipEarInto(m, 0); // add the last triangle
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}
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2009-01-19 10:37:10 +00:00
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