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solvespace/src/srf/raycast.cpp at python · realthunder/solvespace · GitHub
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//
-----------------------------------------------------------------------------
//
Routines for ray-casting: intersecting a line segment or an infinite line
//
with a surface or shell. Ray-casting against a shell is used for point-in-
//
shell testing, and the intersection of edge line segments against surfaces
//
is used to get rough surface-curve intersections, which are later refined
//
numerically.
//
//
Copyright 2008-2013 Jonathan Westhues.
//
-----------------------------------------------------------------------------
#
include
"
solvespace.h
"
//
Dot product tolerance for perpendicular; this is on the direction cosine,
//
so it's about 0.001 degrees.
const
double
SShell::
DOTP_TOL
=
1e-5
;
extern
int
FLAG
;
double
SSurface::DepartureFromCoplanar
(
void
) {
int
i, j;
int
ia, ja, ib =
0
, jb =
0
, ic =
0
, jc =
0
;
double
best;
//
Grab three points to define a plane; first choose (0, 0) arbitrarily.
ia = ja =
0
;
//
Then the point farthest from pt a.
best =
VERY_NEGATIVE
;
for
(i =
0
; i <= degm; i++) {
for
(j =
0
; j <= degn; j++) {
if
(i == ia && j == ja)
continue
;
double
dist = (ctrl[i][j]).
Minus
(ctrl[ia][ja]).
Magnitude
();
if
(dist > best) {
best = dist;
ib = i;
jb = j;
}
}
}
//
Then biggest magnitude of ab cross ac.
best =
VERY_NEGATIVE
;
for
(i =
0
; i <= degm; i++) {
for
(j =
0
; j <= degn; j++) {
if
(i == ia && j == ja)
continue
;
if
(i == ib && j == jb)
continue
;
double
mag =
((ctrl[ia][ja].
Minus
(ctrl[ib][jb]))).
Cross
(
(ctrl[ia][ja].
Minus
(ctrl[i ][j ]))).
Magnitude
();
if
(mag > best) {
best = mag;
ic = i;
jc = j;
}
}
}
Vector n = ((ctrl[ia][ja].
Minus
(ctrl[ib][jb]))).
Cross
(
(ctrl[ia][ja].
Minus
(ctrl[ic][jc])));
n = n.
WithMagnitude
(
1
);
double
d = (ctrl[ia][ja]).
Dot
(n);
//
Finally, calculate the deviation from each point to the plane.
double
farthest =
VERY_NEGATIVE
;
for
(i =
0
; i <= degm; i++) {
for
(j =
0
; j <= degn; j++) {
double
dist =
fabs
(n.
Dot
(ctrl[i][j]) - d);
if
(dist > farthest) {
farthest = dist;
}
}
}
return
farthest;
}
void
SSurface::WeightControlPoints
(
void
) {
int
i, j;
for
(i =
0
; i <= degm; i++) {
for
(j =
0
; j <= degn; j++) {
ctrl[i][j] = (ctrl[i][j]).
ScaledBy
(weight[i][j]);
}
}
}
void
SSurface::UnWeightControlPoints
(
void
) {
int
i, j;
for
(i =
0
; i <= degm; i++) {
for
(j =
0
; j <= degn; j++) {
ctrl[i][j] = (ctrl[i][j]).
ScaledBy
(
1.0
/weight[i][j]);
}
}
}
void
SSurface::CopyRowOrCol
(
bool
row,
int
this_ij, SSurface *src,
int
src_ij) {
if
(row) {
int
j;
for
(j =
0
; j <= degn; j++) {
ctrl [this_ij][j] = src->
ctrl
[src_ij][j];
weight[this_ij][j] = src->
weight
[src_ij][j];
}
}
else
{
int
i;
for
(i =
0
; i <= degm; i++) {
ctrl [i][this_ij] = src->
ctrl
[i][src_ij];
weight[i][this_ij] = src->
weight
[i][src_ij];
}
}
}
void
SSurface::BlendRowOrCol
(
bool
row,
int
this_ij, SSurface *a,
int
a_ij,
SSurface *b,
int
b_ij)
{
if
(row) {
int
j;
for
(j =
0
; j <= degn; j++) {
Vector c = (a->
ctrl
[a_ij][j]).
Plus
(b->
ctrl
[b_ij][j]);
double
w = (a->
weight
[a_ij][j] + b->
weight
[b_ij][j]);
ctrl [this_ij][j] = c.
ScaledBy
(
0.5
);
weight[this_ij][j] = w /
2
;
}
}
else
{
int
i;
for
(i =
0
; i <= degm; i++) {
Vector c = (a->
ctrl
[i][a_ij]).
Plus
(b->
ctrl
[i][b_ij]);
double
w = (a->
weight
[i][a_ij] + b->
weight
[i][b_ij]);
ctrl [i][this_ij] = c.
ScaledBy
(
0.5
);
weight[i][this_ij] = w /
2
;
}
}
}
void
SSurface::SplitInHalf
(
bool
byU, SSurface *sa, SSurface *sb) {
sa->
degm
= sb->
degm
= degm;
sa->
degn
= sb->
degn
= degn;
//
by de Casteljau's algorithm in a projective space; so we must work
//
on points (w*x, w*y, w*z, w)
WeightControlPoints
();
switch
(byU ? degm : degn) {
case
1
:
sa->
CopyRowOrCol
(byU,
0
,
this
,
0
);
sb->
CopyRowOrCol
(byU,
1
,
this
,
1
);
sa->
BlendRowOrCol
(byU,
1
,
this
,
0
,
this
,
1
);
sb->
BlendRowOrCol
(byU,
0
,
this
,
0
,
this
,
1
);
break
;
case
2
:
sa->
CopyRowOrCol
(byU,
0
,
this
,
0
);
sb->
CopyRowOrCol
(byU,
2
,
this
,
2
);
sa->
BlendRowOrCol
(byU,
1
,
this
,
0
,
this
,
1
);
sb->
BlendRowOrCol
(byU,
1
,
this
,
1
,
this
,
2
);
sa->
BlendRowOrCol
(byU,
2
, sa,
1
, sb,
1
);
sb->
BlendRowOrCol
(byU,
0
, sa,
1
, sb,
1
);
break
;
case
3
: {
SSurface st;
st.
degm
= degm; st.
degn
= degn;
sa->
CopyRowOrCol
(byU,
0
,
this
,
0
);
sb->
CopyRowOrCol
(byU,
3
,
this
,
3
);
sa->
BlendRowOrCol
(byU,
1
,
this
,
0
,
this
,
1
);
sb->
BlendRowOrCol
(byU,
2
,
this
,
2
,
this
,
3
);
st.
BlendRowOrCol
(byU,
0
,
this
,
1
,
this
,
2
);
//
scratch var
sa->
BlendRowOrCol
(byU,
2
, sa,
1
, &st,
0
);
sb->
BlendRowOrCol
(byU,
1
, sb,
2
, &st,
0
);
sa->
BlendRowOrCol
(byU,
3
, sa,
2
, sb,
1
);
sb->
BlendRowOrCol
(byU,
0
, sa,
2
, sb,
1
);
break
;
}
default
:
oops
();
}
sa->
UnWeightControlPoints
();
sb->
UnWeightControlPoints
();
UnWeightControlPoints
();
}
//
-----------------------------------------------------------------------------
//
Find all points where the indicated finite (if segment) or infinite (if not
//
segment) line intersects our surface. Report them in uv space in the list.
//
We first do a bounding box check; if the line doesn't intersect, then we're
//
done. If it does, then we check how small our surface is. If it's big,
//
then we subdivide into quarters and recurse. If it's small, then we refine
//
by Newton's method and record the point.
//
-----------------------------------------------------------------------------
void
SSurface::AllPointsIntersectingUntrimmed
(Vector a, Vector b,
int
*cnt,
int
*level,
List<Inter> *l,
bool
segment,
SSurface *sorig)
{
//
Test if the line intersects our axis-aligned bounding box; if no, then
//
no possibility of an intersection
if
(
LineEntirelyOutsideBbox
(a, b, segment))
return
;
if
(*cnt >
2000
) {
dbp
(
"
!!! too many subdivisions (level=%d)!
"
, *level);
dbp
(
"
degm = %d degn = %d
"
, degm, degn);
return
;
}
(*cnt)++;
//
If we might intersect, and the surface is small, then switch to Newton
//
iterations.
if
(
DepartureFromCoplanar
() <
0.2
*
SS
.
ChordTolMm
()) {
Vector p = (ctrl[
0
][
0
]).
Plus
(
ctrl[
0
][degn]).
Plus
(
ctrl[degm][
0
]).
Plus
(
ctrl[degm][degn]).
ScaledBy
(
0.25
);
Inter inter;
sorig->
ClosestPointTo
(p, &(inter.
p
.
x
), &(inter.
p
.
y
),
false
);
if
(sorig->
PointIntersectingLine
(a, b, &(inter.
p
.
x
), &(inter.
p
.
y
))) {
Vector p = sorig->
PointAt
(inter.
p
.
x
, inter.
p
.
y
);
//
Debug check, verify that the point lies in both surfaces
//
(which it ought to, since the surfaces should be coincident)
double
u, v;
ClosestPointTo
(p, &u, &v);
l->
Add
(&inter);
}
else
{
//
Might not converge if line is almost tangent to surface...
}
return
;
}
//
But the surface is big, so split it, alternating by u and v
SSurface surf0, surf1;
SplitInHalf
((*level &
1
) ==
0
, &surf0, &surf1);
int
nextLevel = (*level) +
1
;
(*level) = nextLevel;
surf0.
AllPointsIntersectingUntrimmed
(a, b, cnt, level, l, segment, sorig);
(*level) = nextLevel;
surf1.
AllPointsIntersectingUntrimmed
(a, b, cnt, level, l, segment, sorig);
}
//
-----------------------------------------------------------------------------
//
Find all points where a line through a and b intersects our surface, and
//
add them to the list. If seg is true then report only intersections that
//
lie within the finite line segment (not including the endpoints); otherwise
//
we work along the infinite line. And we report either just intersections
//
inside the trim curve, or any intersection with u, v in [0, 1]. And we
//
either disregard or report tangent points.
//
-----------------------------------------------------------------------------
void
SSurface::AllPointsIntersecting
(Vector a, Vector b,
List<SInter> *l,
bool
seg,
bool
trimmed,
bool
inclTangent)
{
if
(
LineEntirelyOutsideBbox
(a, b, seg))
return
;
Vector ba = b.
Minus
(a);
double
bam = ba.
Magnitude
();
List<Inter> inters = {};
//
All the intersections between the line and the surface; either special
//
cases that we can quickly solve in closed form, or general numerical.
Vector center, axis, start, finish;
double
radius;
if
(degm ==
1
&& degn ==
1
) {
//
Against a plane, easy.
Vector n =
NormalAt
(
0
,
0
).
WithMagnitude
(
1
);
double
d = n.
Dot
(
PointAt
(
0
,
0
));
//
Trim to line segment now if requested, don't generate points that
//
would just get discarded later.
if
(!seg ||
(n.
Dot
(a) > d +
LENGTH_EPS
&& n.
Dot
(b) < d -
LENGTH_EPS
) ||
(n.
Dot
(b) > d +
LENGTH_EPS
&& n.
Dot
(a) < d -
LENGTH_EPS
))
{
Vector p =
Vector::AtIntersectionOfPlaneAndLine
(n, d, a, b,
NULL
);
Inter inter;
ClosestPointTo
(p, &(inter.
p
.
x
), &(inter.
p
.
y
));
inters.
Add
(&inter);
}
}
else
if
(
IsCylinder
(&axis, ¢er, &radius, &start, &finish)) {
//
This one can be solved in closed form too.
Vector ab = b.
Minus
(a);
if
(axis.
Cross
(ab).
Magnitude
() <
LENGTH_EPS
) {
//
edge is parallel to axis of cylinder, no intersection points
return
;
}
//
A coordinate system centered at the center of the circle, with
//
the edge under test horizontal
Vector u, v, n = axis.
WithMagnitude
(
1
);
u = (ab.
Minus
(n.
ScaledBy
(ab.
Dot
(n)))).
WithMagnitude
(
1
);
v = n.
Cross
(u);
Point2d ap = (a.
Minus
(center)).
DotInToCsys
(u, v, n).
ProjectXy
(),
bp = (b.
Minus
(center)).
DotInToCsys
(u, v, n).
ProjectXy
(),
sp = (start.
Minus
(center)).
DotInToCsys
(u, v, n).
ProjectXy
(),
fp = (finish.
Minus
(center)).
DotInToCsys
(u, v, n).
ProjectXy
();
double
thetas =
atan2
(sp.
y
, sp.
x
), thetaf =
atan2
(fp.
y
, fp.
x
);
Point2d ip[
2
];
int
ip_n =
0
;
if
(
fabs
(
fabs
(ap.
y
) - radius) <
LENGTH_EPS
) {
//
tangent
if
(inclTangent) {
ip[
0
] =
Point2d::From
(
0
, ap.
y
);
ip_n =
1
;
}
}
else
if
(
fabs
(ap.
y
) < radius) {
//
two intersections
double
xint =
sqrt
(radius*radius - ap.
y
*ap.
y
);
ip[
0
] =
Point2d::From
(-xint, ap.
y
);
ip[
1
] =
Point2d::From
( xint, ap.
y
);
ip_n =
2
;
}
int
i;
for
(i =
0
; i < ip_n; i++) {
double
t = (ip[i].
Minus
(ap)).
DivPivoting
(bp.
Minus
(ap));
//
This is a point on the circle; but is it on the arc?
Point2d pp = ap.
Plus
((bp.
Minus
(ap)).
ScaledBy
(t));
double
theta =
atan2
(pp.
y
, pp.
x
);
double
dp =
WRAP_SYMMETRIC
(theta - thetas,
2
*
PI
),
df =
WRAP_SYMMETRIC
(thetaf - thetas,
2
*
PI
);
double
tol =
LENGTH_EPS
/radius;
if
((df >
0
&& ((dp < -tol) || (dp > df + tol))) ||
(df <
0
&& ((dp > tol) || (dp < df - tol))))
{
continue
;
}
Vector p = a.
Plus
((b.
Minus
(a)).
ScaledBy
(t));
Inter inter;
ClosestPointTo
(p, &(inter.
p
.
x
), &(inter.
p
.
y
));
inters.
Add
(&inter);
}
}
else
{
//
General numerical solution by subdivision, fallback
int
cnt =
0
, level =
0
;
AllPointsIntersectingUntrimmed
(a, b, &cnt, &level, &inters, seg,
this
);
}
//
Remove duplicate intersection points
inters.
ClearTags
();
int
i, j;
for
(i =
0
; i < inters.
n
; i++) {
for
(j = i +
1
; j < inters.
n
; j++) {
if
(inters.
elem
[i].
p
.
Equals
(inters.
elem
[j].
p
)) {
inters.
elem
[j].
tag
=
1
;
}
}
}
inters.
RemoveTagged
();
for
(i =
0
; i < inters.
n
; i++) {
Point2d puv = inters.
elem
[i].
p
;
//
Make sure the point lies within the finite line segment
Vector pxyz =
PointAt
(puv.
x
, puv.
y
);
double
t = (pxyz.
Minus
(a)).
DivPivoting
(ba);
if
(seg && (t >
1
-
LENGTH_EPS
/bam || t <
LENGTH_EPS
/bam)) {
continue
;
}
//
And that it lies inside our trim region
Point2d dummy = {
0
,
0
};
int
c = (bsp) ? bsp->
ClassifyPoint
(puv, dummy,
this
) : SBspUv::
OUTSIDE
;
if
(trimmed && c == SBspUv::
OUTSIDE
) {
continue
;
}
//
It does, so generate the intersection
SInter si;
si.
p
= pxyz;
si.
surfNormal
=
NormalAt
(puv.
x
, puv.
y
);
si.
pinter
= puv;
si.
srf
=
this
;
si.
onEdge
= (c != SBspUv::
INSIDE
);
l->
Add
(&si);
}
inters.
Clear
();
}
void
SShell::AllPointsIntersecting
(Vector a, Vector b,
List<SInter> *il,
bool
seg,
bool
trimmed,
bool
inclTangent)
{
SSurface *ss;
for
(ss = surface.
First
(); ss; ss = surface.
NextAfter
(ss)) {
ss->
AllPointsIntersecting
(a, b, il, seg, trimmed, inclTangent);
}
}
int
SShell::ClassifyRegion
(Vector edge_n, Vector inter_surf_n,
Vector edge_surf_n)
{
double
dot = inter_surf_n.
DirectionCosineWith
(edge_n);
if
(
fabs
(dot) <
DOTP_TOL
) {
//
The edge's surface and the edge-on-face surface
//
are coincident. Test the edge's surface normal
//
to see if it's with same or opposite normals.
if
(inter_surf_n.
Dot
(edge_surf_n) >
0
) {
return
COINC_SAME
;
}
else
{
return
COINC_OPP
;
}
}
else
if
(dot >
0
) {
return
OUTSIDE
;
}
else
{
return
INSIDE
;
}
}
//
-----------------------------------------------------------------------------
//
Does the given point lie on our shell? There are many cases; inside and
//
outside are obvious, but then there's all the edge-on-edge and edge-on-face
//
possibilities.
//
//
To calculate, we intersect a ray through p with our shell, and classify
//
using the closest intersection point. If the ray hits a surface on edge,
//
then just reattempt in a different random direction.
//
-----------------------------------------------------------------------------
bool
SShell::ClassifyEdge
(
int
*indir,
int
*outdir,
Vector ea, Vector eb,
Vector p,
Vector edge_n_in, Vector edge_n_out, Vector surf_n)
{
List<SInter> l = {};
srand
(
0
);
//
First, check for edge-on-edge
int
edge_inters =
0
;
Vector inter_surf_n[
2
], inter_edge_n[
2
];
SSurface *srf;
for
(srf = surface.
First
(); srf; srf = surface.
NextAfter
(srf)) {
if
(srf->
LineEntirelyOutsideBbox
(ea, eb,
true
))
continue
;
SEdgeList *sel = &(srf->
edges
);
SEdge *se;
for
(se = sel->
l
.
First
(); se; se = sel->
l
.
NextAfter
(se)) {
if
((ea.
Equals
(se->
a
) && eb.
Equals
(se->
b
)) ||
(eb.
Equals
(se->
a
) && ea.
Equals
(se->
b
)) ||
p.
OnLineSegment
(se->
a
, se->
b
))
{
if
(edge_inters <
2
) {
//
Edge-on-edge case
Point2d pm;
srf->
ClosestPointTo
(p, &pm,
false
);
//
A vector normal to the surface, at the intersection point
inter_surf_n[edge_inters] = srf->
NormalAt
(pm);
//
A vector normal to the intersecting edge (but within the
//
intersecting surface) at the intersection point, pointing
//
out.
inter_edge_n[edge_inters] =
(inter_surf_n[edge_inters]).
Cross
((se->
b
).
Minus
((se->
a
)));
}
edge_inters++;
}
}
}
if
(edge_inters ==
2
) {
//
TODO, make this use the appropriate curved normals
double
dotp[
2
];
for
(
int
i =
0
; i <
2
; i++) {
dotp[i] = edge_n_out.
DirectionCosineWith
(inter_surf_n[i]);
}
if
(
fabs
(dotp[
1
]) <
DOTP_TOL
) {
swap
(dotp[
0
], dotp[
1
]);
swap
(inter_surf_n[
0
], inter_surf_n[
1
]);
swap
(inter_edge_n[
0
], inter_edge_n[
1
]);
}
int
coinc = (surf_n.
Dot
(inter_surf_n[
0
])) >
0
?
COINC_SAME
:
COINC_OPP
;
if
(
fabs
(dotp[
0
]) <
DOTP_TOL
&&
fabs
(dotp[
1
]) <
DOTP_TOL
) {
//
This is actually an edge on face case, just that the face
//
is split into two pieces joining at our edge.
*indir = coinc;
*outdir = coinc;
}
else
if
(
fabs
(dotp[
0
]) <
DOTP_TOL
&& dotp[
1
] >
DOTP_TOL
) {
if
(edge_n_out.
Dot
(inter_edge_n[
0
]) >
0
) {
*indir = coinc;
*outdir =
OUTSIDE
;
}
else
{
*indir =
INSIDE
;
*outdir = coinc;
}
}
else
if
(
fabs
(dotp[
0
]) <
DOTP_TOL
&& dotp[
1
] < -
DOTP_TOL
) {
if
(edge_n_out.
Dot
(inter_edge_n[
0
]) >
0
) {
*indir = coinc;
*outdir =
INSIDE
;
}
else
{
*indir =
OUTSIDE
;
*outdir = coinc;
}
}
else
if
(dotp[
0
] >
DOTP_TOL
&& dotp[
1
] >
DOTP_TOL
) {
*indir =
INSIDE
;
*outdir =
OUTSIDE
;
}
else
if
(dotp[
0
] < -
DOTP_TOL
&& dotp[
1
] < -
DOTP_TOL
) {
*indir =
OUTSIDE
;
*outdir =
INSIDE
;
}
else
{
//
Edge is tangent to the shell at shell's edge, so can't be
//
a boundary of the surface.
return
false
;
}
return
true
;
}
if
(edge_inters !=
0
)
dbp
(
"
bad, edge_inters=%d
"
, edge_inters);
//
Next, check for edge-on-surface. The ray-casting for edge-inside-shell
//
would catch this too, but test separately, for speed (since many edges
//
are on surface) and for numerical stability, so we don't pick up
//
the additional error from the line intersection.
for
(srf = surface.
First
(); srf; srf = surface.
NextAfter
(srf)) {
if
(srf->
LineEntirelyOutsideBbox
(ea, eb,
true
))
continue
;
Point2d puv;
srf->
ClosestPointTo
(p, &(puv.
x
), &(puv.
y
),
false
);
Vector pp = srf->
PointAt
(puv);
if
((pp.
Minus
(p)).
Magnitude
() >
LENGTH_EPS
)
continue
;
Point2d dummy = {
0
,
0
};
int
c = (srf->
bsp
) ? srf->
bsp
->
ClassifyPoint
(puv, dummy, srf) : SBspUv::
OUTSIDE
;
if
(c == SBspUv::
OUTSIDE
)
continue
;
//
Edge-on-face (unless edge-on-edge above superceded)
Point2d pin, pout;
srf->
ClosestPointTo
(p.
Plus
(edge_n_in), &pin,
false
);
srf->
ClosestPointTo
(p.
Plus
(edge_n_out), &pout,
false
);
Vector surf_n_in = srf->
NormalAt
(pin),
surf_n_out = srf->
NormalAt
(pout);
*indir =
ClassifyRegion
(edge_n_in, surf_n_in, surf_n);
*outdir =
ClassifyRegion
(edge_n_out, surf_n_out, surf_n);
return
true
;
}
//
Edge is not on face or on edge; so it's either inside or outside
//
the shell, and we'll determine which by raycasting.
int
cnt =
0
;
for
(;;) {
//
Cast a ray in a random direction (two-sided so that we test if
//
the point lies on a surface, but use only one side for in/out
//
testing)
Vector ray =
Vector::From
(
Random
(
1
),
Random
(
1
),
Random
(
1
));
AllPointsIntersecting
(
p.
Minus
(ray), p.
Plus
(ray), &l,
false
,
true
,
false
);
//
no intersections means it's outside
*indir =
OUTSIDE
;
*outdir =
OUTSIDE
;
double
dmin =
VERY_POSITIVE
;
bool
onEdge =
false
;
edge_inters =
0
;
SInter *si;
for
(si = l.
First
(); si; si = l.
NextAfter
(si)) {
double
t = ((si->
p
).
Minus
(p)).
DivPivoting
(ray);
if
(t*ray.
Magnitude
() < -
LENGTH_EPS
) {
//
wrong side, doesn't count
continue
;
}
double
d = ((si->
p
).
Minus
(p)).
Magnitude
();
//
We actually should never hit this case; it should have been
//
handled above.
if
(d <
LENGTH_EPS
&& si->
onEdge
) {
edge_inters++;
}
if
(d < dmin) {
dmin = d;
//
Edge does not lie on surface; either strictly inside
//
or strictly outside
if
((si->
surfNormal
).
Dot
(ray) >
0
) {
*indir =
INSIDE
;
*outdir =
INSIDE
;
}
else
{
*indir =
OUTSIDE
;
*outdir =
OUTSIDE
;
}
onEdge = si->
onEdge
;
}
}
l.
Clear
();
//
If the point being tested lies exactly on an edge of the shell,
//
then our ray always lies on edge, and that's okay. Otherwise
//
try again in a different random direction.
if
(!onEdge)
break
;
if
(cnt++ >
5
) {
dbp
(
"
can't find a ray that doesn't hit on edge!
"
);
dbp
(
"
on edge = %d, edge_inters = %d
"
, onEdge, edge_inters);
SS
.
nakedEdges
.
AddEdge
(ea, eb);
break
;
}
}
return
true
;
}
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