| 1 | #include "molecules.hpp"
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| 2 | #include "boundary.hpp"
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| 3 |
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| 4 | inline int round(double x)
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| 5 | {
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| 6 | //brauche ich das hier? Kann ich mit int operieren?
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| 7 | return int(x > 0.0 ? x + 0.5 : x - 0.5);
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| 8 | }
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| 9 |
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| 10 |
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| 11 |
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| 12 |
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| 13 | void Find_next_suitable_point(atom a, atom b, atom Candidate, int n, Vector *d1, Vector *d2, double *Storage, const double RADIUS)
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| 14 | {
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| 15 | /* d2 ist der Normalenvektor auf dem Dreieck,
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| 16 | * d1 ist der Vektor, der normal auf der Kante und d2 steht.
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| 17 | */
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| 18 | Vector *dif_a;
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| 19 | Vector *dif_b;
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| 20 | Vector *Chord;
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| 21 | Vector *AngleCheck;
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| 22 | atom *Walker;
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| 23 |
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| 24 | dif_a.CopyVector(a.x);
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| 25 | dif_a.SubtractVector(Candidate->x);
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| 26 | dif_b.CopyVector(b.x);
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| 27 | dif.b.SubtractVector(Candidate->x);
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| 28 | Chord.CopyVector(a.x);
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| 29 | Chord.SubtractVector(b.x);
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| 30 | AngleCheck.CopyVector(dif_a);
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| 31 | AngleCheck.ProjectOntoPlane(Chord);
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| 32 |
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| 33 | //Storage eintrag fuer aktuelles Atom
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| 34 | if (Chord.Norm/(2*sin(dif_a.Angle(dif.b)))<RADIUS) //Using Formula for relation of chord length with inner angle to find of Ball will touch atom
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| 35 | {
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| 36 |
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| 37 | if (dif_a.ScalarProduct(d1)/fabs(dif_a.ScalarProduct(d1))>Storage[1]) //This will give absolute preference to those in "right-hand" quadrants
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| 38 | {
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| 39 | Storage[0]=(double)Candidate.nr;
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| 40 | Storage[1]=1;
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| 41 | Storage[2]=AngleCheck.Angle(d2);
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| 42 | }
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| 43 | else
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| 44 | {
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| 45 | if ((dif_a.ScalarProduct(d1)/fabs(dif_a.ScalarProduct(d1)) == Storage[1] && Storage[1]>0 && Storage[2]< AngleCheck.Angle(d2)) or \
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| 46 | (dif_a.ScalarProduct(d1)/fabs(dif_a.ScalarProduct(d1)) == Storage[1] && Storage[1]<0 && Storage[2]> AngleCheck.Angle(d2)))
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| 47 | //Depending on quadrant we prefer higher or lower atom with respect to Triangle normal first.
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| 48 | {
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| 49 | Storage[0]=(double)Candidate.nr;
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| 50 | Storage[1]=dif_a.ScalarProduct(d1)/fabs(dif.ScalarProduct(d1));
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| 51 | Storage[2]=AngleCheck.Angle(d2);
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| 52 | }
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| 53 | }
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| 54 | }
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| 55 |
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| 56 | if (n<5)
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| 57 | {
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| 58 | for(i=0; i<molecule.NumberOfBondsPerAtom[Candidate.nr];i++)
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| 59 | {
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| 60 | while (Candidate.nr != molecule->ListOfBonds[Candidate.nr][i])
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| 61 | {
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| 62 | Walker = Walker.next;
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| 63 | }
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| 64 |
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| 65 | Find_next_suitable_point(a, b, Walker, n+1, d1, d2, RADIUS);
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| 66 | }
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| 67 | }
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| 68 | }
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| 69 |
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| 70 |
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| 71 | void Find_next_suitable_triangle(Triangle T, BoundaryLine Line)
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| 72 | {
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| 73 | Vector CenterOfLine = Line->endpoints.node[0].x;
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| 74 | Vector direction1;
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| 75 | Vector direction2;
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| 76 | Vector helper;
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| 77 |
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| 78 | double *Storage[3];
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| 79 | Storage[0]=-1; // Id must be positive, we see should nothing be done
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| 80 | Storage[1]=-2; // This direction is either +1 or -1 one, so any result will take precedence over initial values
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| 81 | Storage[2]=-10; // This is also lower then any value produced by an eligible atom, though due to Storage[1] this is of no concern
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| 82 |
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| 83 |
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| 84 | helper.CopyVector(Line->endpoints[0].x);
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| 85 | for (int i =0; i<3; i++)
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| 86 | {
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| 87 | if (T->endpoints[i].node.nr != Line->endpoints[0].node.nr && T->endpoints[i].node.nr!=Line->endpoints[1].node.nr)
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| 88 | {
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| 89 | helper.SubtractVector(T->endpoints[i].x);
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| 90 | break;
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| 91 | }
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| 92 | }
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| 93 |
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| 94 |
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| 95 | direction1.CopyVector(Line->endpoints.node[0].x);
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| 96 | direction1.Subtract(Line->endpoints.node[1].x);
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| 97 | direction1.Crossproduct(T.NormalVector);
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| 98 |
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| 99 | if (direction1.ScalarProduct(helper)>0)
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| 100 | {
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| 101 | direction1.Scale(-1);
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| 102 | }
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| 103 |
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| 104 | Find_next_suitable_point(Line->endpoints.node[0], Line->endpoints.node[1], Line->endpoints->node[0], 0, direction1, T.NormalVector, Storage, RADIUS);
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| 105 |
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| 106 | // Konstruiere nun neues Dreieck am Ende der Liste der Dreiecke
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| 107 | // Next Triangle is Line, atom with number in Storage[0]
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| 108 |
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| 109 | }
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| 110 |
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| 111 |
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| 112 | void Find_starting_triangle()
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| 113 | {
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| 114 | atom Walker;
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| 115 | atom Walker2;
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| 116 | int max_index[3];
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| 117 | double max_coordinate[3];
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| 118 | Vector Oben;
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| 119 | Vector helper;
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| 120 |
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| 121 | Oben.Zero;
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| 122 |
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| 123 |
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| 124 | for(int i =0; i<3; i++)
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| 125 | {
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| 126 | max_index[i] =-1;
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| 127 | max_coordinate[i] =-1;
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| 128 | }
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| 129 |
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| 130 | Walker = molecule->start;
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| 131 | while (Walker->next != NULL)
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| 132 | {
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| 133 | for (i=0; i<3; i++)
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| 134 | {
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| 135 | if (Walker.x[i]>max_coordinate[i])
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| 136 | {
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| 137 | max_coordinate[i]=Walker.x[i];
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| 138 | max_index[i]=Walker.nr;
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| 139 | }
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| 140 | }
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| 141 | }
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| 142 |
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| 143 | //Koennen dies fuer alle Richtungen, legen hier erstmal Richtung auf k=0
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| 144 | const int k=0;
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| 145 |
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| 146 | Oben.x[k]=1;
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| 147 | Walker = molecule->start;
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| 148 | while (Walker.nr != max_index[k])
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| 149 | {
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| 150 | Walker =Walker->next;
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| 151 | }
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| 152 |
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| 153 | double *Storage[3];
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| 154 | Storage[0]=-1; // Id must be positive, we see should nothing be done
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| 155 | Storage[1]=-2; // This will contain the angle, which will be always positive (when looking for second point), when looking for third point this will be the quadrant.
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| 156 | Storage[2]=-10; // This will be an angle looking for the third point.
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| 157 |
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| 158 |
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| 159 | for (i=0; i< molecule->NumberOfBondsPerAtoms[Walker.nr]; i++)
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| 160 | {
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| 161 | Walker2 = molecule->start;
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| 162 | while (Walker2.nr != molecule->ListOfBondsPerAtoms[Walker.nr][i]) // Stimmt die Ueberpruefung $$$
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| 163 | {
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| 164 | Walker2 =Walker2->next;
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| 165 | }
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| 166 |
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| 167 | Find_second_point_for_Tesselation(Walker, Walker2, Oben, Storage);
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| 168 | }
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| 169 |
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| 170 | Walker2=molecule->start;
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| 171 |
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| 172 | while (Walker2.nr != int(Storage[0]))
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| 173 | {
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| 174 | Walker = Walker.next;
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| 175 | }
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| 176 |
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| 177 | helper.copyVector(Walker.x);
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| 178 | helper.Subtract(Walker2.x);
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| 179 | Oben.ProjectOntoPlane(helper.x);
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| 180 | helper.VectorProduct(Oben);
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| 181 |
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| 182 | Find_next_suitable_point(Walker, Walker2, Candidate, 0, helper, Oben, Storage, Radius);
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| 183 |
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| 184 | //Starting Triangle is Walker, Walker2, index Storage[0]
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| 185 |
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| 186 | }
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| 187 |
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| 188 |
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| 189 | void Find_non_convex_border()
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| 190 | {
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| 191 |
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| 192 | }
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