whole_func_string: 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;
        }
      }
func_code_string: 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;
        }
      }
func_documentation_string: Finds the next vertex to create faces with the current hull