Comments (1)
Thats what I get for quick fixing.
Sorry for the inconvenience.
Do this change to method:
private static void FinalizationConvexHull( DTSweepContext tcx )
Change line:
TurnAdvancingFrontConvex( tcx, n2, n3 );
To:
TurnAdvancingFrontConvex( tcx, n1, n2 );
Change previous patch to:
n1 = tcx.Front.Tail.Prev;
if( n1.Triangle.Contains( n1.Next.Point ) && n1.Triangle.Contains( n1.Prev.Point ) )
{
t1 = n1.Triangle.neighborAcross( n1.Point );
RotateTrianglePair( n1.Triangle, n1.Point, t1, t1.OppositePoint( n1.Triangle, n1.Point ) );
tcx.MapTriangleToNodes( n1.Triangle );
tcx.MapTriangleToNodes( t1 );
}
n1 = tcx.Front.Head.Next;
if( n1.Triangle.Contains( n1.Prev.Point ) && n1.Triangle.Contains( n1.Next.Point ) )
{
t1 = n1.Triangle.NeighborAcross( n1.Point );
RotateTrianglePair( n1.Triangle, n1.Point, t1, t1.OppositePoint( n1.Triangle, n1.Point ) );
tcx.MapTriangleToNodes( n1.Triangle );
tcx.MapTriangleToNodes( t1 );
}
Original comment by [email protected]
on 21 Aug 2010 at 2:25
- Changed state: Fixed
from poly2tri.
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from poly2tri.