good = true;
- for(E e = this.e; ;) {
+ for(E e = null; e!=this.e; e=e.pair.next) { if (e==null) e = this.e;
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;
- e = e.pair.next;
- if (e==this.e) break;
}
if (!ignorecollision && good) triangles.range(oldp, this.p, (Visitor<T>)this);