angle: VisiblePieceAngle(default()),
face
};
+ const BORDER: f64 = 1.;
+ let bbox = pc
+ .bbox_approx();
+ let mut bbox = bbox
+ .iter()
+ .map(|PosC(xy)| xy.iter().map(|&p| p as f64).collect::<Vec<_>>())
+ .collect::<Vec<_>>();
+ for xy in &mut bbox[0] { *xy -= BORDER }
+ for xy in &mut bbox[1] { *xy += BORDER }
+ let size = izip!(&bbox[0], &bbox[1])
+ .map(|(min,max)| max-min)
+ .collect::<Vec<_>>();
for face in 0..(if only1 { 1 } else { max_faces }) {
print!(r#"<td align="center""#);
if only1 { print!(r#" colspan="{}""#, max_faces); }
println!(r#">"#);
if face < pc.nfaces() {
let pri = getpri(face.into());
- const BORDER: f64 = 1.;
- let bbox = pc
- .bbox_approx();
- let mut bbox = bbox
- .iter()
- .map(|PosC(xy)| xy.iter().map(|&p| p as f64).collect::<Vec<_>>())
- .collect::<Vec<_>>();
- for xy in &mut bbox[0] { *xy -= BORDER }
- for xy in &mut bbox[1] { *xy += BORDER }
- let size = izip!(&bbox[0], &bbox[1])
- .map(|(min,max)| max-min)
- .collect::<Vec<_>>();
let viewport =
[bbox[0].clone(), size.clone()]
.iter().cloned()