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csg2d - fix inside tests
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@ -24,7 +24,7 @@ void ComputeWeight( Spline & s, Point<2> p )
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double A = (p[1]-a[1])*(b[0]-p[0]) - (p[0]-a[0])*(b[1]-p[1]);
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double B = (p[1]-c[1])*(b[0]-p[0]) - (p[0]-c[0])*(b[1]-p[1]);
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double det = sqrt(-A*B);
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double tt = (B-det)/(A+det);
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double tt = fabs(A+det)<EPSILON ? 1 : (B-det)/(A+det);
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auto v = b-p;
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int dim = fabs(v[0]) > fabs(v[1]) ? 0 : 1;
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double weight = fabs(tt*(p[dim]-a[dim])/v[dim] + 1.0/tt*(p[dim]-c[dim])/v[dim]);
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@ -1485,12 +1485,12 @@ bool Solid2d :: IsLeftInside( const Vertex & p0 )
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{
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auto s = *p0.spline;
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auto v = s.GetTangent(0.5);
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auto n = Vec<2>{v[1], -v[0]};
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auto n = Vec<2>{-v[1], v[0]};
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auto q = s.GetPoint(0.5) + 1e-6*n;
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return IsInside(q);
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}
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auto v = p1-p0;
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auto n = Vec<2>{v[1], -v[0]};
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auto n = Vec<2>{-v[1], v[0]};
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auto q = p0 + 0.5*v + 1e-6*n;
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return IsInside(q);
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@ -1503,13 +1503,13 @@ bool Solid2d :: IsRightInside( const Vertex & p0 )
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{
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auto s = *p0.spline;
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auto v = s.GetTangent(0.5);
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auto n = Vec<2>{-v[1], v[0]};
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auto n = Vec<2>{v[1], -v[0]};
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auto q = s.GetPoint(0.5) + 1e-6*n;
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return IsInside(q);
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}
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auto v = p1-p0;
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auto n = Vec<2>{-v[1], v[0]};
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auto n = Vec<2>{v[1], -v[0]};
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auto q = p0 + 0.5*v + 1e-6*n;
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return IsInside(q);
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}
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@ -1643,7 +1643,7 @@ shared_ptr<netgen::SplineGeometry2d> CSG2d :: GenerateSplineGeometry()
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if(li!=ri)
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{
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if(s.IsLeftInside(p0) == flip)
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if(s.IsLeftInside(p0) != flip)
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ls.left = dom;
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else
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ls.right = dom;
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