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4 changes: 2 additions & 2 deletions editor/src/draw/path.rs
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
use i_mesh::path::butt::ButtStrokeBuilder;
use i_mesh::path::style::StrokeStyle;
use i_triangle::float::builder::TriangulationBuilder;
use i_triangle::float::triangulation::Triangulation;
use i_triangle::generic::builder::TriangulationBuilder;
use i_triangle::generic::triangulation::Triangulation;
use i_triangle::i_overlay::i_float::float::point::FloatPoint;
use i_triangle::i_overlay::i_float::int::point::IntPoint;
use i_triangle::i_overlay::i_shape::int::path::{IntPath, IntPaths};
Expand Down
2 changes: 1 addition & 1 deletion editor/src/mesh/path_builder.rs
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
use i_mesh::path::butt::ButtStrokeBuilder;
use i_mesh::path::style::StrokeStyle;
use i_triangle::float::builder::TriangulationBuilder;
use i_triangle::generic::builder::TriangulationBuilder;
use i_triangle::i_overlay::i_float::float::point::FloatPoint;
use i_triangle::i_overlay::i_float::int::point::IntPoint;
use iced::{Color, Rectangle, Transformation};
Expand Down
17 changes: 9 additions & 8 deletions iTriangle/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -50,7 +50,8 @@ iTriangle is a high-performance 2D polygon triangulation library for Rust. It tu

iTriangle is designed around a deterministic integer core:

- Floating-point APIs accept `f32` and `f64` compatible point types, then map them into integer coordinates before triangulation.
- Generic API accepts `f32` and `f64` compatible point types, then maps them into integer coordinates before triangulation.
- You can also pass `i16`, `i32`, or `i64` coordinates to the generic API - it applies an identity map on them.
- Integer APIs work directly with `i16`, `i32`, or `i64` coordinates when your geometry is already quantized.
- `i32` is the default integer coordinate type for floating-point input.
- `i64` is useful for larger coordinate ranges or finer fixed precision.
Expand All @@ -72,7 +73,7 @@ i_triangle = "0.45"
Minimal example:

```rust
use i_triangle::float::triangulatable::Triangulatable;
use i_triangle::generic::triangulatable::Triangulatable;

let contour = vec![
[0.0, 0.0],
Expand All @@ -90,8 +91,8 @@ coordinates. If your geometry needs a different integer precision, choose it
explicitly:

```rust
use i_triangle::float::triangulatable::Triangulatable;
use i_triangle::float::triangulator::Triangulator;
use i_triangle::generic::triangulatable::TriangulatableAs;
use i_triangle::generic::triangulator::Triangulator;

let shape = vec![vec![
[0.0, 0.0],
Expand Down Expand Up @@ -121,8 +122,8 @@ let mesh = triangulator.triangulate(&shape);
<img src="readme/cheese_example.svg" width="500"/>

```rust
use i_triangle::float::triangulatable::Triangulatable;
use i_triangle::float::triangulation::Triangulation;
use i_triangle::generic::triangulatable::Triangulatable;
use i_triangle::generic::triangulation::Triangulation;

let shape = vec![
vec![
Expand Down Expand Up @@ -199,8 +200,8 @@ println!("centroids: {:?}", centroids);
If you need to triangulate many shapes, it is more efficient to use `Triangulator`.

```rust
use i_triangle::float::triangulation::Triangulation;
use i_triangle::float::triangulator::Triangulator;
use i_triangle::generic::triangulation::Triangulation;
use i_triangle::generic::triangulator::Triangulator;

let contours = vec![
vec![[0.0, 0.0], [4.0, 0.0], [4.0, 4.0], [0.0, 4.0]],
Expand Down
17 changes: 0 additions & 17 deletions iTriangle/src/float/centroid_net.rs

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32 changes: 0 additions & 32 deletions iTriangle/src/float/circumcenter.rs

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16 changes: 0 additions & 16 deletions iTriangle/src/float/convex.rs

This file was deleted.

178 changes: 0 additions & 178 deletions iTriangle/src/float/custom.rs

This file was deleted.

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