}
public synchronized void breakit() {
- if (verts > 50) return;
+ if (verts > 300) return;
PriorityQueue<Mesh.E> es = new PriorityQueue<Mesh.E>();
for(Mesh.E e : tile.edges()) es.add(e);
for(int i=0; i<10; i++) {
Mesh.E e = es.poll();
verts++;
- System.out.println("shatter " + e);
+ //System.out.println("shatter " + e);
e.shatter();
tile.rebindPoints();
}
repaint();
for(Mesh.Vert v : hs) rand(10,v);
}
+ tile.rebuildPointSet();
breakit();
repaint();
goal.unApplyQuadricToNeighborAll();