{
#if 1
- //with a starting vertex, find the only vertex that has all other vertices on it's right
+ //with a starting vertex, find the only vertex that has all other vertices on its right
int i,j;
int first,cur,last;
{
float mint = 0, maxt = 1e20;
- //polygon cliping
+ //polygon clipping
Vector n;
Vector::value_type nv;
for(int i = 0; i < 3; ++i)
{
- //intersect line segmentsssss
+ //intersect line segments
//solve for the y_value
Vector v = b.b[i+1] - b.b[i];
//Curve curve intersection
void CIntersect::recurse_intersect(const SCurve &left, const SCurve &right, int depth)
{
- //reject curves that do not overlap with bouding boxes
+ //reject curves that do not overlap with bounding boxes
if(!intersect(left.aabb,right.aabb)) return;
//accept curves (and perform super detailed check for intersections)
{
for(int j = 0; j < 3; ++j)
{
- //intersect line segmentsssss
+ //intersect line segments
if(intersect_line_segments(left.b[i],left.b[i+1],t,right.b[j],right.b[j+1],s))
{
//We got one Jimmy
left.Split(l1,r1); //subdivide left
right.Split(l2,r2); //subdivide right
- //Test each cantidate against eachother
+ //Test each candidate against each other
recurse_intersect(l1,l2);
recurse_intersect(l1,r2);
recurse_intersect(r1,l2);
-bool CIntersect::operator()(const bezier<Point> &c1, const bezier<Point> &c2)
+bool CIntersect::operator()(const etl::bezier<Point> &c1, const etl::bezier<Point> &c2)
{
times.clear();
- //need to subdivide and check recursive bounding regions against eachother
+ //need to subdivide and check recursive bounding regions against each other
//so track a list of dirty curves and compare compare compare