| 275 | faces[f*3] = faces[f*3+1] = faces[f*3+2] = -1; |
| 276 | activeFaces--; |
| 277 | } else { |
| 278 | // Surviving: move the v2-slot (s) into v1's list; other 2 slots stay put |
| 279 | _moveSlot(s, v1, vfHead, slotNext, slotPrev, slotVert); |
| 280 | } |
| 281 | } |
| 282 | s = sNext; |
| 283 | } |
| 284 | // After the loop vfHead[v2] === -1 (all slots moved or freed) |
| 285 | active[v2] = 0; |
| 286 | |
| 287 | // Re-push edges for v1's updated neighbourhood (stamp dedup — no new Set) |
| 288 | epoch++; |
| 289 | for (let sv = vfHead[v1]; sv >= 0; sv = slotNext[sv]) { |
| 290 | const f = slotFace[sv]; |
| 291 | if (faces[f*3] < 0) continue; |
| 292 | for (let k = 0; k < 3; k++) { |
| 293 | const nb = faces[f*3+k]; |
| 294 | if (nb !== v1 && nbStamp[nb] !== epoch) { |
| 295 | nbStamp[nb] = epoch; |
| 296 | // v1 is never locked (locked edges are never pushed), so only nb needs checking. |
| 297 | if (active[nb] && !(lockedVert && lockedVert[nb])) pushEdge(heap, quadrics, positions, version, v1, nb); |
| 298 | } |
| 299 | } |
| 300 | } |
| 301 | |
| 302 | |
| 303 | } |
| 304 | |