float rshift = width/2;
float lshift = -(width/2);
+ //float halfup = height/2;
+ float halfup = 0;
+
translations = new Matrix[] {
- new Matrix(new Vec(lshift, depth, 0)),
- new Matrix(new Vec(rshift, depth, 0)),
- new Matrix(new Vec(lshift, -depth, 0)),
- new Matrix(new Vec(rshift, -depth, 0)),
+ new Matrix(new Vec(lshift, depth, halfup)),
+ new Matrix(new Vec(rshift, depth, halfup)),
+ new Matrix(new Vec(lshift, -depth, halfup)),
+ new Matrix(new Vec(rshift, -depth, halfup)),
+ /*
+ new Matrix(new Vec(lshift, depth, -halfup)),
+ new Matrix(new Vec(rshift, depth, -halfup)),
+ new Matrix(new Vec(lshift, -depth, -halfup)),
+ new Matrix(new Vec(rshift, -depth, -halfup)),
+ */
+
new Matrix(new Vec(lshift, 0, height)),
new Matrix(new Vec(rshift, 0, height)),
new Matrix(new Vec(lshift, 0, -height)),
new Matrix(new Vec( width, 0, 0)),
new Matrix(new Vec(-width, 0, 0)),
-
- new Matrix(new Vec( 0, 0, height)),
- new Matrix(new Vec( 0, 0, -height)),
};
Point ltf = new Point(lshift, (depth/2), (height/2));
- Point mtf = new Point( 0.0, (depth/2), (height/2));
+ Point mtf = new Point( 0.0, (depth/2), (height/2));
Point rtf = new Point(rshift, (depth/2), (height/2));
- Point ltn = new Point(lshift, (depth/2), -(height/2));
- Point mtn = new Point( 0.0, (depth/2), -(height/2));
- Point rtn = new Point(rshift, (depth/2), -(height/2));
Point lbf = new Point(lshift, -(depth/2), (height/2));
- Point mbf = new Point( 0.0, -(depth/2), (height/2));
+ Point mbf = new Point( 0.0, -(depth/2), (height/2));
Point rbf = new Point(rshift, -(depth/2), (height/2));
+
+ Point ltc = new Point(lshift, (depth/2), 0);
+ Point mtc = new Point( 0.0, (depth/2), 0);
+ Point rtc = new Point(rshift, (depth/2), 0);
+ Point lbc = new Point(lshift, -(depth/2), 0);
+ Point mbc = new Point( 0.0, -(depth/2), 0);
+ Point rbc = new Point(rshift, -(depth/2), 0);
+
+ Point ltn = new Point(lshift, (depth/2), -(height/2));
+ Point mtn = new Point( 0.0, (depth/2), -(height/2));
+ Point rtn = new Point(rshift, (depth/2), -(height/2));
Point lbn = new Point(lshift, -(depth/2), -(height/2));
- Point mbn = new Point( 0.0, -(depth/2), -(height/2));
+ Point mbn = new Point( 0.0, -(depth/2), -(height/2));
Point rbn = new Point(rshift, -(depth/2), -(height/2));
+
Point[] points = new Point[] {
ltf,
mtf,
rtf,
- ltn,
- mtn,
- rtn,
lbf,
mbf,
rbf,
+
+ ltc,
+ mtc,
+ rtc,
+ lbc,
+ mbc,
+ rbc,
+
+ ltn,
+ mtn,
+ rtn,
lbn,
mbn,
rbn
// top
- tile.newT(ltf, mtf, mtn, null, 1);
- tile.newT(mtn, ltn, ltf, null, 1);
- tile.newT(mtf, rtf, rtn, null, 1);
- tile.newT(rtn, mtn, mtf, null, 1);
+ tile.newT(ltf, mtf, mtc, null, 1);
+ tile.newT(mtc, ltc, ltf, null, 1);
+ tile.newT(mtf, rtf, rtc, null, 1);
+ tile.newT(rtc, mtc, mtf, null, 1);
+
+ tile.newT(ltc, mtc, mtn, null, 1);
+ tile.newT(mtn, ltn, ltc, null, 1);
+ tile.newT(mtc, rtc, rtn, null, 1);
+ tile.newT(rtn, mtn, mtc, null, 1);
// bottom (swap normals)
- tile.newT(mbf, lbf, mbn, null, 2);
- tile.newT(lbn, mbn, lbf, null, 2);
- tile.newT(rbf, mbf, rbn, null, 2);
- tile.newT(mbn, rbn, mbf, null, 2);
-
+ tile.newT(mbf, lbf, mbc, null, 2);
+ tile.newT(lbc, mbc, lbf, null, 2);
+ tile.newT(rbf, mbf, rbc, null, 2);
+ tile.newT(mbc, rbc, mbf, null, 2);
+
+ tile.newT(mbc, lbc, mbn, null, 2);
+ tile.newT(lbn, mbn, lbc, null, 2);
+
+ tile.newT(rbc, mbc, rbn, null, 2);
+ tile.newT(mbn, rbn, mbc, null, 2);
+
+
// left
- tile.newT(ltf, ltn, lbn, null, 3);
- tile.newT(lbn, lbf, ltf, null, 3);
+ tile.newT(ltf, ltc, lbc, null, 3);
+ tile.newT(lbc, lbf, ltf, null, 3);
+ tile.newT(ltc, ltn, lbn, null, 3);
+ tile.newT(lbn, lbc, ltc, null, 3);
// right (swap normals)
- tile.newT(rtn, rtf, rbn, null, 4);
- tile.newT(rbf, rbn, rtf, null, 4);
+ tile.newT(rtc, rtf, rbc, null, 4);
+ tile.newT(rbf, rbc, rtf, null, 4);
+ tile.newT(rtn, rtc, rbn, null, 4);
+ tile.newT(rbc, rbn, rtc, null, 4);
// front
tile.newT(ltn, mtn, mbn, null, 5);
t1.e1().bindEdge(t2.e2());
t1.e2().bindEdge(t2.e1());
}
+
}
}
}
//while(verts < 800) {
PriorityQueue<Mesh.E> es = new PriorityQueue<Mesh.E>();
for(Mesh.E e : tile.edges()) es.add(e);
- for(int i=0; i<40; i++) {
+ for(int i=0; i<8; i++) {
Mesh.E e = es.poll();
verts++;
- //System.out.println("shatter " + e);
+ System.out.println("shatter " + e);
e.shatter();
- tile.rebindPoints();
}
+ tile.rebindPoints();
//}
}
- public synchronized void rand(double temperature, Mesh.Vert p) {
+ public synchronized void rand(float temp, Mesh.Vert p) {
double tile_score = tile.score();
double goal_score = goal.score();
- p.reComputeError();
+ //p.reComputeError();
+ p.reComputeErrorAround();
- Vec v = new Vec((random.nextFloat() - (float)0.5) / 1000,
- (random.nextFloat() - (float)0.5) / 1000,
- (random.nextFloat() - (float)0.5) / 1000);
+ Vec v = new Vec((random.nextFloat() - (float)0.5) / 400,
+ (random.nextFloat() - (float)0.5) / 400,
+ (random.nextFloat() - (float)0.5) / 400);
/*
Matrix inv = p.errorQuadric();
Vec v = new Vec(inv.d, inv.h, inv.l).norm().times(1/(float)1000);
*/
boolean good = p.move(v);
+
+ p.reComputeErrorAround();
+
double new_tile_score = tile.score();
double new_goal_score = goal.score();
- double tile_delta = new_tile_score - tile_score;
- double goal_delta = 0;//new_goal_score - goal_score;
+ double tile_delta = (new_tile_score - tile_score) / tile_score;
+ double goal_delta = (new_goal_score - goal_score) / goal_score;
double delta = tile_delta + goal_delta;
- //double swapProbability = Math.exp((-1 * delta) / temperature);
- //boolean doSwap = Math.random() < swapProbability;
- boolean doSwap = good && (tile_delta <= 0 && goal_delta <= 0);
+ double swapProbability = Math.exp((-1 * delta) / temp);
+ boolean doSwap = good && (Math.random() < swapProbability);
+ //boolean doSwap = good && (tile_delta <= 0 && goal_delta <= 0);
if (doSwap) {
tile_score = new_tile_score;
goal_score = new_goal_score;
//System.out.println("score: " + tile_score + " / " + goal_score);
+ hits++;
} else {
p.move(v.times(-1));
+ misses++;
}
}
+ float hits = 0;
+ float misses = 0;
public void anneal() throws Exception {
int verts = 0;
+ float hightemp = 10;
+ float temp = hightemp;
+ float last = 10;
while(true) {
+ double ratio = (hits+misses==0) ? 1 : (hits / (hits+misses));
+ System.out.println("temp="+temp + " ratio="+(Math.ceil(ratio*100)));
+ hits = 0;
+ misses = 0;
+ float gamma = 0;
+ double acceptance = ratio;
+ if (breaks) {
+ breaks = false;
+ breakit();
+ gamma = 2;
+ //temp = last * 0.8f;
+ //last = temp;
+ //temp = hightemp;
+ } else
+ if (acceptance > 0.96) gamma = 0.6f;
+ else if (acceptance > 0.9) gamma = 0.7f;
+ else if (acceptance > 0.8) gamma = 0.75f;
+ else if (acceptance > 0.6) gamma = 0.8f;
+ else {
+ if (acceptance > 0.3) {
+ gamma = 0.9f;
+ } else if (acceptance > 0.15) {
+ gamma = 0.95f;
+ } else {
+ breakit();
+ gamma = 2;
+ //temp = last * 0.8f;
+ //last = temp;
+ //temp = hightemp;
+ }
+ }
+ temp = temp * gamma;
+
HashSet<Mesh.Vert> hs = new HashSet<Mesh.Vert>();
for(Mesh.Vert p : tile.vertices()) hs.add(p);
for(int i=0; i<10; i++) {
repaint();
- for(Mesh.Vert v : hs) rand(10,v);
+ for(Mesh.Vert v : hs) rand(temp,v);
}
tile.rebuildPointSet();
repaint();
- breakit();
+ //breakit();
repaint();
goal.unApplyQuadricToNeighborAll();
repaint();
stlf.load("simplefish.stl");
Frame f = new Frame();
Main main = new Main(stlf, f);
+ f.pack();
+ f.show();
+ f.setSize(900, 900);
+ f.doLayout();
main.anneal();
}