good = true;
-
- E e = this.e;
- do {
+ for(E 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;
- // should recompute fundamental quadrics of all vertices sharing a face, but we defer...
e.p2.quadricStale = true;
e = e.pair.next;
- } while(e != this.e);
+ if (e==this.e) break;
+ }
if (!ignorecollision && good) triangles.range(oldp, this.p, (Visitor<T>)this);