Random random = new Random();
public synchronized void breakit() {
- if (verts > 300) return;
+ if (verts > 50) return;
//double min = (tile.avgedge/tile.numedges)*(1+(4/(double)verts));
//if (verts>0 && tile.es.peek().length() < min) return;
PriorityQueue<Mesh.E> es = new PriorityQueue<Mesh.E>();
public synchronized void rand(double temperature, Mesh.Vert p) {
double tile_score = tile.score();
double goal_score = goal.score();
-
p.rescore();
+
+ /*
//if (p.watch==null) return;
float r1 = Math.abs(random.nextFloat());
r1 = r1 - (float)Math.floor(r1);
r1 = r1 * (float)0.01;
r1 = r1 - (float)0.005;
+ public Vert partner() { return quadric==null ? this : quadric; }
+ public Point quadric() { return quadric_count==0 ? partner().p :
+ new Point(quadric_x/quadric_count, quadric_y/quadric_count, quadric_z/quadric_count); }
Vec v = p.nearest_vert_in_other_mesh().minus(p.p).norm().times(r1);
-
+ */
//v = p.norm().times(v.dot(p.norm()));
+ /*
+ Vec v = new Vec((random.nextFloat() - (float)0.5) / 1000,
+ (random.nextFloat() - (float)0.5) / 1000,
+ (random.nextFloat() - (float)0.5) / 1000);
+ */
+ Matrix inv = p.errorQuadric();
+ Vec v = new Vec(inv.d, inv.h, inv.l).norm().times(1/(float)1000);
boolean aspect = false;//(Math.abs(random.nextInt()) % 100) <= 2;
Matrix old_tile_aspect = null;//goal.aspect;
double swapProbability = Math.exp((-1 * delta) / temperature);
//boolean doSwap = Math.random() < swapProbability;
boolean doSwap = good && (tile_delta <= 0 && goal_delta <= 0);
+ //System.out.println(doSwap);
if (doSwap) {
tile_score = new_tile_score;
goal_score = new_goal_score;
for(Mesh.Vert p : new Mesh.Vert[] { t.v1(), t.v2(), t.v3() }) {
p.p.glVertex(gl);
//p.plus(p.norm().times(p.score()*10)).glVertex(gl);
- p.partner().p.glVertex(gl);
+ //p.partner().p.glVertex(gl);
//tile.nearest(p).centroid().glVertex(gl);
}