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@@ -135,21 +135,23 @@ IGL_INLINE Orientation insphere(
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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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+
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+#ifndef LIBIGL_PREDICATES_USE_FLOAT
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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(double, 2, 1));
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+IGL_INCIRCLE(IGL_MATRIX(double, 2, 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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+#endif
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#undef IGL_MATRIX
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#undef IGL_ORIENT2D
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