(pt1, pt2)
| 239 | // a segment pt1->pt2 entirely outside the nearby region: |
| 240 | // find the corner it gets closest to touching |
| 241 | function getClosestCorner(pt1, pt2) { |
| 242 | var dx = pt2[0] - pt1[0]; |
| 243 | var m = (pt2[1] - pt1[1]) / dx; |
| 244 | var b = (pt1[1] * pt2[0] - pt2[1] * pt1[0]) / dx; |
| 245 | |
| 246 | if(b > 0) return [m > 0 ? xEdge0 : xEdge1, yEdge1]; |
| 247 | else return [m > 0 ? xEdge1 : xEdge0, yEdge0]; |
| 248 | } |
| 249 | |
| 250 | function updateEdge(pt) { |
| 251 | var x = pt[0]; |
no outgoing calls
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