private PointSet<Vertex> vertices = new PointSet<Vertex>();
public boolean immutableVertices;
- public boolean ignorecollision = false;
- public Mesh score_against = null;
- public double score = 0;
+ public boolean ignorecollision = false;
+ public Mesh score_against = null;
+ public double score = 0;
public Mesh(boolean immutableVertices) { this.immutableVertices = immutableVertices; }
}
}
- public void unApplyQuadricToNeighborAll() {
- HashSet<Vertex> done = new HashSet<Vertex>();
- for(T t : this)
- for(Vertex p : new Vertex[] { t.v1(), t.v2(), t.v3() }) {
- if (done.contains(p)) continue;
- done.add(p);
- p.unApplyQuadricToNeighbor();
- }
- }
- public void recomputeAllFundamentalQuadrics() {
- HashSet<Vertex> done = new HashSet<Vertex>();
- for(T t : this)
- for(Vertex p : new Vertex[] { t.v1(), t.v2(), t.v3() }) {
- if (done.contains(p)) continue;
- done.add(p);
- p.recomputeFundamentalQuadric();
- }
- }
- public float applyQuadricToNeighborAll() {
- int num = 0;
- double dist = 0;
- HashSet<Vertex> done = new HashSet<Vertex>();
- for(T t : this)
- for(Vertex p : new Vertex[] { t.v1(), t.v2(), t.v3() }) {
- if (done.contains(p)) continue;
- done.add(p);
- p.applyQuadricToNeighbor();
-
- }
- return (float)(dist/num);
- }
-
public void transform(Matrix m) {
ArrayList<Vertex> set = new ArrayList<Vertex>();
for(Vertex v : vertices) set.add(v);
// Vertexices //////////////////////////////////////////////////////////////////////////////
/** a vertex in the mesh */
- public final class Vertex extends HasPoint implements Visitor<T> {
+ public final class Vertex extends HasQuadric implements Visitor<T> {
public String toString() { return p.toString(); }
public Point p;
E e; // some edge *leaving* this point
- /** the nearest vertex in the "score_against" mesh */
- Vertex nearest_in_other_mesh;
- /** the number of vertices in the other mesh for which this is the nearest_in_other_mesh */
- int quadric_count;
- /** the total error quadric (contributions from all vertices in other mesh for which this is nearest) */
- Matrix quadric = Matrix.ZERO;
-
Matrix binding = Matrix.ONE;
Vertex bound_to = this;
- float oldscore = 0;
- boolean quadricStale = false;
- public Matrix errorQuadric() { return quadric; }
public Point getPoint() { return p; }
public float score() { return oldscore; }
- private Matrix fundamentalQuadric = null;
- public Matrix fundamentalQuadric() {
- if (fundamentalQuadric == null) recomputeFundamentalQuadric();
- return fundamentalQuadric;
- }
-
private Vertex(Point p) {
this.p = p;
if (vertices.get(p) != null) throw new Error();
}
public void recomputeFundamentalQuadric() {
- if (!quadricStale && fundamentalQuadric != null) return;
- quadricStale = false;
unApplyQuadricToNeighbor();
- Matrix m = Matrix.ZERO;
- int count = 0;
- for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next) {
- T t = e.t;
- m = m.plus(t.norm().fundamentalQuadric(t.centroid()));
- count++;
+ if (quadricStale || fundamentalQuadric==null) {
+ Matrix m = Matrix.ZERO;
+ int count = 0;
+ for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next) {
+ T t = e.t;
+ m = m.plus(t.norm().fundamentalQuadric(t.centroid()));
+ count++;
+ }
+ quadricStale = false;
+ fundamentalQuadric = m.times(1/(float)count);
}
- fundamentalQuadric = m.times(1/(float)count);
applyQuadricToNeighbor();
}
- public void unApplyQuadricToNeighbor() {
- if (nearest_in_other_mesh == null) return;
- if (fundamentalQuadric == null) return;
- nearest_in_other_mesh.unComputeError();
- nearest_in_other_mesh.quadric = nearest_in_other_mesh.quadric.minus(fundamentalQuadric);
- nearest_in_other_mesh.quadric_count--;
- if (nearest_in_other_mesh.quadric_count==0)
- nearest_in_other_mesh.quadric = Matrix.ZERO;
- nearest_in_other_mesh.computeError();
- nearest_in_other_mesh = null;
- }
-
public void applyQuadricToNeighbor() {
if (score_against == null) return;
nearest_in_other_mesh = new_nearest;
// don't attract to vertices that face the other way
- if (nearest_in_other_mesh.e == null || nearest_in_other_mesh.norm().dot(norm()) < 0) {
+ if (((Vertex)nearest_in_other_mesh).e == null || ((Vertex)nearest_in_other_mesh).norm().dot(norm()) < 0) {
nearest_in_other_mesh = null;
} else {
nearest_in_other_mesh.unComputeError();
score -= oldscore;
oldscore = 0;
}
+ public HasQuadric nearest() { return score_against.nearest(p); }
public void computeError() {
oldscore =
quadric_count != 0
public E getFreeIncident() {
E ret = getFreeIncident(e, e);
if (ret != null) return ret;
- //ret = getFreeIncident(e.pair.next, e.pair.next);
- if (ret != null) return ret;
for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next)
System.out.println(e + " " + e.t);
throw new Error("unable to find free incident to " + this);
}
public boolean isBoundTo(Vertex p) {
- Vertex px = p;
- do {
- if (px==this) return true;
- px = px.bound_to;
- } while(px != p);
+ for(Vertex px = p; px!=null; px=(px.bound_to==p?null:px.bound_to))
+ if (px==this)
+ return true;
return false;
}
+
public void unbind() { bound_to = this; binding = Matrix.ONE; }
public void bind(Vertex p) { bind(p, Matrix.ONE); }
public void bind(Vertex p, Matrix binding) {
public boolean intersects(T t) { return t.intersects(p1.p, p2.p); }
public float comparator() {
Vertex nearest = score_against.nearest(midpoint());
- //if (t==null) return length();
- /*
- double ang = Math.abs(crossAngle());
- float minangle = (float)(Math.PI * 0.9);
- if (ang > minangle)
- return 300;
- */
- /*
- if ((length() * length()) / t.area() > 10)
- return (float)(length()*Math.sqrt(t.area()));
- return length()*t.area();
- */
return (float)Math.max(length(), midpoint().distance(nearest.p));
- //return length();
}
public int compareTo(E e) {
return e.comparator() > comparator() ? 1 : -1;