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// deform code
vector4 planes[] = point(1, "planes", @id);
foreach(vector4 plane; planes) {
vector n = set(plane.x, plane.y, plane.z);
float d = dot(n, @P) + plane.w;
// check if point is "above" intersection plane
// since the plane normal always points away from each sphere's center
// this will select all points intersecting a neighbor sphere
if (d > 0) {
// project back onto plane
@P -= n * d;
}
}
// gather code
float rp = @pscale;
int neighbors[] = nearpoints(0, @P, chf("../set_pscale/max") * 2);
vector4 planes[];
for(int i=1, n = len(neighbors); i<n; i++) {
vector q = point(0, "P", neighbors[i]);
float rq = point(0, "pscale", neighbors[i]);
vector dir = q - @P;
float dist = length(dir);
if (dist < rp + rq) {
dir = normalize(dir);
float w = (pow(rp, 2) - pow(rq, 2) + pow(dist, 2)) / (2 * dist);
// point on intersection plane
vector isec = @P + dir * w;
// store plane in normal form
push(planes, set(dir.x, dir.y, dir.z, -dot(dir, isec)));
}
}
p[]@planes = planes;
i@id = @ptnum;
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