function() {
      // if the 'assigned' list of vertices is empty, no vertices are left. return with 'undefined'

      if (this.assigned.isEmpty() === false) {
        var eyeVertex,
          maxDistance = 0;

        // grap the first available face and start with the first visible vertex of that face

        var eyeFace = this.assigned.first().face;
        var vertex = eyeFace.outside;

        // now calculate the farthest vertex that face can see

        do {
          var distance = eyeFace.distanceToPoint(vertex.point);

          if (distance > maxDistance) {
            maxDistance = distance;
            eyeVertex = vertex;
          }

          vertex = vertex.next;
        } while (vertex !== null && vertex.face === eyeFace);

        return eyeVertex;
      }
    }
function() {
      

      if (this.assigned.isEmpty() === false) {
        var eyeVertex,
          maxDistance = 0;

        

        var eyeFace = this.assigned.first().face;
        var vertex = eyeFace.outside;

        

        do {
          var distance = eyeFace.distanceToPoint(vertex.point);

          if (distance > maxDistance) {
            maxDistance = distance;
            eyeVertex = vertex;
          }

          vertex = vertex.next;
        } while (vertex !== null && vertex.face === eyeFace);

        return eyeVertex;
      }
    }
function ( ) { // if the 'assigned' list of vertices is empty, no vertices are left. return with 'undefined' if ( this . assigned . isEmpty ( ) === false ) { var eyeVertex , maxDistance = 0 ; // grap the first available face and start with the first visible vertex of that face var eyeFace = this . assigned . first ( ) . face ; var vertex = eyeFace . outside ; // now calculate the farthest vertex that face can see do { var distance = eyeFace . distanceToPoint ( vertex . point ) ; if ( distance > maxDistance ) { maxDistance = distance ; eyeVertex = vertex ; } vertex = vertex . next ; } while ( vertex !== null && vertex . face === eyeFace ) ; return eyeVertex ; } }
Finds the next vertex to create faces with the current hull
Finds the next vertex to create faces with the current hull