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@@ -125,45 +125,25 @@ IGL_INLINE Orientation insphere(
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#define IGL_ORIENT3D(Vector) template igl::predicates::Orientation igl::predicates::orient3d<Vector>(const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&)
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#define IGL_INSPHERE(Vector) template igl::predicates::Orientation igl::predicates::insphere<Vector>(const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&, const Eigen::MatrixBase<Vector>&)
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-#define IGL_Vector2D Eigen::Matrix<float, 1, 2>
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-IGL_ORIENT2D(IGL_Vector2D);
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-IGL_INCIRCLE(IGL_Vector2D);
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-#undef IGL_Vector2D
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-
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-#define IGL_Vector2D Eigen::Matrix<double, 1, 2>
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-IGL_ORIENT2D(IGL_Vector2D);
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-IGL_INCIRCLE(IGL_Vector2D);
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-#undef IGL_Vector2D
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-
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-#define IGL_Vector2D Eigen::Matrix<float, 2, 1>
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-IGL_ORIENT2D(IGL_Vector2D);
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-IGL_INCIRCLE(IGL_Vector2D);
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-#undef IGL_Vector2D
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-
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-#define IGL_Vector2D Eigen::Matrix<double, 2, 1>
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-IGL_ORIENT2D(IGL_Vector2D);
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-IGL_INCIRCLE(IGL_Vector2D);
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-#undef IGL_Vector2D
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-
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-#define IGL_Vector3D Eigen::Matrix<float, 1, 3>
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-IGL_ORIENT3D(IGL_Vector3D);
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-IGL_INSPHERE(IGL_Vector3D);
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-#undef IGL_Vector3D
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-
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-#define IGL_Vector3D Eigen::Matrix<float, 3, 1>
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-IGL_ORIENT3D(IGL_Vector3D);
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-IGL_INSPHERE(IGL_Vector3D);
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-#undef IGL_Vector3D
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-
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-#define IGL_Vector3D Eigen::Matrix<double, 1, 3>
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-IGL_ORIENT3D(IGL_Vector3D);
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-IGL_INSPHERE(IGL_Vector3D);
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-#undef IGL_Vector3D
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-
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-#define IGL_Vector3D Eigen::Matrix<double, 3, 1>
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-IGL_ORIENT3D(IGL_Vector3D);
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-IGL_INSPHERE(IGL_Vector3D);
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-#undef IGL_Vector3D
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+#define IGL_MATRIX(T, R, C) Eigen::Matrix<T, R, C>
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+IGL_ORIENT2D(IGL_MATRIX(float, 1, 2));
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+IGL_INCIRCLE(IGL_MATRIX(float, 1, 2));
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+IGL_ORIENT2D(IGL_MATRIX(double, 1, 2));
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+IGL_INCIRCLE(IGL_MATRIX(double, 1, 2));
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+IGL_ORIENT2D(IGL_MATRIX(float, 2, 1));
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+IGL_INCIRCLE(IGL_MATRIX(float, 2, 1));
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+IGL_ORIENT2D(IGL_MATRIX(double, 2, 1));
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+IGL_INCIRCLE(IGL_MATRIX(double, 2, 1));
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+
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+IGL_ORIENT3D(IGL_MATRIX(float, 1, 3));
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+IGL_INSPHERE(IGL_MATRIX(float, 1, 3));
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+IGL_ORIENT3D(IGL_MATRIX(float, 3, 1));
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+IGL_INSPHERE(IGL_MATRIX(float, 3, 1));
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+IGL_ORIENT3D(IGL_MATRIX(double, 1, 3));
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+IGL_INSPHERE(IGL_MATRIX(double, 1, 3));
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+IGL_ORIENT3D(IGL_MATRIX(double, 3, 1));
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+IGL_INSPHERE(IGL_MATRIX(double, 3, 1));
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+#undef IGL_MATRIX
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#undef IGL_ORIENT2D
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#undef IGL_ORIENT3D
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