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@@ -39,8 +39,6 @@ THREE.ShapeUtils = {
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function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
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function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
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- var EPSILON = 0.0000000001;
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-
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var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
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var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
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var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
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var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
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@@ -50,7 +48,7 @@ THREE.ShapeUtils = {
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var limit = seg1dy * seg2dx - seg1dx * seg2dy;
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var limit = seg1dy * seg2dx - seg1dx * seg2dy;
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var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
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var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
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- if ( Math.abs( limit ) > EPSILON ) {
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+ if ( Math.abs( limit ) > Number.EPSILON ) {
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// not parallel
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// not parallel
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@@ -216,8 +214,6 @@ THREE.ShapeUtils = {
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// The order of legs is important
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// The order of legs is important
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- var EPSILON = 0.0000000001;
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-
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// translation of all points, so that Vertex is at (0,0)
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// translation of all points, so that Vertex is at (0,0)
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var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
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var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
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var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
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var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
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@@ -227,7 +223,7 @@ THREE.ShapeUtils = {
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var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
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var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
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var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
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var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
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- if ( Math.abs( from2toAngle ) > EPSILON ) {
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+ if ( Math.abs( from2toAngle ) > Number.EPSILON ) {
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// angle != 180 deg.
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// angle != 180 deg.
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