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@@ -302,8 +302,8 @@ public class SkeletonClipping {
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for (int ii = 0; ii < inputVerticesLength; ii += 2) {
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for (int ii = 0; ii < inputVerticesLength; ii += 2) {
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float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
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float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
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float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
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float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
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- boolean side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0;
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- if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) {
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+ boolean side2 = deltaX * (inputY2 - edgeY2) > deltaY * (inputX2 - edgeX2) - 1e6f;
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+ if (deltaX * (inputY - edgeY2) > deltaY * (inputX - edgeX2) - 1e6f) {
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if (side2) { // v1 inside, v2 inside
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if (side2) { // v1 inside, v2 inside
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output.add(inputX2);
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output.add(inputX2);
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output.add(inputY2);
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output.add(inputY2);
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@@ -312,7 +312,7 @@ public class SkeletonClipping {
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// v1 inside, v2 outside
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// v1 inside, v2 outside
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
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float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
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- if (Math.abs(s) > 0.000001f) {
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+ if (Math.abs(s) > 1e6f) {
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
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output.add(edgeX + (edgeX2 - edgeX) * ua);
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output.add(edgeX + (edgeX2 - edgeX) * ua);
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output.add(edgeY + (edgeY2 - edgeY) * ua);
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output.add(edgeY + (edgeY2 - edgeY) * ua);
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@@ -323,7 +323,7 @@ public class SkeletonClipping {
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} else if (side2) { // v1 outside, v2 inside
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} else if (side2) { // v1 outside, v2 inside
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
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float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
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float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
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- if (Math.abs(s) > 0.000001f) {
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+ if (Math.abs(s) > 1e6f) {
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
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float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
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output.add(edgeX + (edgeX2 - edgeX) * ua);
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output.add(edgeX + (edgeX2 - edgeX) * ua);
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output.add(edgeY + (edgeY2 - edgeY) * ua);
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output.add(edgeY + (edgeY2 - edgeY) * ua);
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