- good = true;
-
- if (!ignoreProblems)
- for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next) {
- if (Math.abs(e.crossAngle()) > (Math.PI * 0.9) || Math.abs(e.next.crossAngle()) > (Math.PI * 0.9)) good = false;
- if (e.t.aspect() < 0.1) good = false;
- e.p2.quadricStale = true;
- }
-
- if (!ignorecollision && !ignoreProblems && good)
- triangles.range(oldp, this.p, (Visitor<T>)this);