public class Mesh implements Iterable<Mesh.T> {
- public static float EPSILON = (float)0.0001;
- public static Random random = new Random();
+ public static final float EPSILON = (float)0.0001;
+ public static final Random random = new Random();
private PointSet<Vert> pointset = new PointSet<Vert>();
public int numedges = 0;
public float avgedge = 0;
- public void unbind() {
+ public void rebindPoints() {
+ // unbind all points
for(Mesh.T t : this) {
t.v1().unbind();
t.v2().unbind();
t.v3().unbind();
}
- }
-
- public void bind() {
+ // ask edges to re-implement their bindings
for(Mesh.T t : this) {
t.e1().dobind();
t.e2().dobind();
}
}
- public float rescore() {
+ public void unApplyQuadricToNeighborAll() {
+ HashSet<Vert> done = new HashSet<Vert>();
+ for(T t : this)
+ for(Vert p : new Vert[] { t.v1(), t.v2(), t.v3() }) {
+ if (done.contains(p)) continue;
+ done.add(p);
+ p.unApplyQuadricToNeighbor();
+ }
+ }
+ public void recomputeAllFundamentalQuadrics() {
+ HashSet<Vert> done = new HashSet<Vert>();
+ for(T t : this)
+ for(Vert p : new Vert[] { 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<Vert> done = new HashSet<Vert>();
for(Vert p : new Vert[] { t.v1(), t.v2(), t.v3() }) {
if (done.contains(p)) continue;
done.add(p);
- p.rescore();
+ p.applyQuadricToNeighbor();
+
}
return (float)(dist/num);
}
return (float)total;
}
-
- public class BindingGroup {
- public HashSet<E> es = new HashSet<E>();
- public BindingGroup() { }
- public BindingGroup(E e) {
- es.add(e);
- }
- public void add(E e) {
- if (e.bg != null) { merge(e.bg); return; }
- es.add(e);
- e.bg = this;
- }
- public void merge(BindingGroup bg) {
- for(E e : bg.es) {
- e.bg = null;
- add(e);
- }
- }
- }
-
+ public void rebuildPointSet() { pointset.rebuild(); }
public Vec diagonal() { return pointset.diagonal(); }
public Point centroid() { return pointset.centroid(); }
public Vert nearest(Point p) { return pointset.nearest(p); }
public Point p;
E e; // some edge *leaving* this point
+ /** the nearest vertex in the "score_against" mesh */
+ Vert 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;
+
Vert bound_to = this;
- int watch_count;
- float watch_x;
- float watch_y;
- float watch_z;
- Vert watch;
Matrix binding = new Matrix();
float oldscore = 0;
- boolean inserted = false;
+ 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 Vert(Point p) {
this.p = p;
- //this.e = e;
- //if (e==null) throw new Error();
if (pointset.get(p) != null) throw new Error();
pointset.add(this);
}
- public float score() { return oldscore; }
- public void unscore() {
- if (watch == null) return;
- watch.watch_x -= p.x;
- watch.watch_y -= p.y;
- watch.watch_z -= p.z;
- watch.watch_count--;
- if (watch.watch_count==0) {
- watch.watch_x = 0;
- watch.watch_y = 0;
- watch.watch_z = 0;
- }
- watch = null;
+
+ public void recomputeFundamentalQuadric() {
+ if (!quadricStale && fundamentalQuadric != null) return;
+ quadricStale = false;
+ unApplyQuadricToNeighbor();
+ Matrix m = Matrix.ZERO;
+ E e = this.e;
+ do {
+ T t = e.t;
+ m = m.plus(t.norm().fundamentalQuadric(t.centroid()));
+ e = e.pair.next;
+ } while(e != this.e);
+ fundamentalQuadric = m;
+ applyQuadricToNeighbor();
}
- public Vert partner() { return watch==null ? this : watch; }
- public Point watchback() { return watch_count==0 ? partner().p :
- new Point(watch_x/watch_count, watch_y/watch_count, watch_z/watch_count); }
- public void rescore() {
+
+ 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;
- score -= oldscore;
- oldscore = 0;
+ Vert new_nearest = score_against.nearest(p);
+ if (nearest_in_other_mesh != null && new_nearest == nearest_in_other_mesh) return;
- if (watch != null) unscore();
- Vert po = this;
- if (watch == null) {
- watch = score_against.nearest(po.p);
-
- // don't attract to vertices that face the other way
- if (watch.e == null || watch.norm().dot(norm()) < 0) {
- watch = null;
- } else {
- watch.watch_x += po.p.x;
- watch.watch_y += po.p.y;
- watch.watch_z += po.p.z;
- watch.watch_count++;
- }
+ if (nearest_in_other_mesh != null) unApplyQuadricToNeighbor();
+ if (nearest_in_other_mesh != null) throw new Error();
+
+ 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) {
+ nearest_in_other_mesh = null;
+ } else {
+ nearest_in_other_mesh.unComputeError();
+ nearest_in_other_mesh.quadric = nearest_in_other_mesh.quadric.plus(fundamentalQuadric());
+ nearest_in_other_mesh.quadric_count++;
+ nearest_in_other_mesh.computeError();
}
+ reComputeError();
+ }
- double s1, s2;
- if (watch_count==0) s1 = 0;
- else s1 = p.distance(watch_x/watch_count, watch_y/watch_count, watch_z/watch_count);
- s2 = watch==null ? 0 : po.p.distance(watch.p);
- oldscore = (float)(s1 + s2);
+ public void reComputeError() {
+ unComputeError();
+ computeError();
+ }
+ public void unComputeError() {
+ score -= oldscore;
+ oldscore = 0;
+ }
+ public void computeError() {
+ oldscore = quadric_count == 0 ? 0 : (quadric.preAndPostMultiply(p) / quadric_count);
score += oldscore;
}
/** does NOT update bound pairs! */
public boolean transform(Matrix m) {
- // FIXME: screws up kdtree
- // FIXME: screws up hashmap
- unscore();
+ unApplyQuadricToNeighbor();
try {
if (pointset.get(this.p)==null) throw new Error();
pointset.remove(this);
float newy = m.e*p.x + m.f*p.y + m.g*p.z + m.h;
float newz = m.i*p.x + m.j*p.y + m.k*p.z + m.l;
this.p = new Point(newx, newy, newz);
- // FIXME: what if we move onto exactly where another point is?
pointset.add(this);
} catch (Exception e) {
throw new RuntimeException(e);
}
- rescore();
- boolean good = true;
- /*
- for(T t : this) {
- for(E e = this.e; ;) {
- if (e.intersects(t)) { good = false; break; }
- e = e.pair.next;
- if (e == this.e) break;
- }
- }
- */
- /*
- if (t==this.t) continue;
- if (this.intersects(t)) good = false;
- }
- */
- return good;
+ applyQuadricToNeighbor();
+
+ // should recompute fundamental quadrics of all vertices sharing a face, but we defer...
+ E e = this.e;
+ do {
+ e.p2.quadricStale = true;
+ e = e.pair.next;
+ } while(e != this.e);
+
+
+ // FIXME: intersection test needed?
+ return true;
}
+
public boolean move(Vec v) {
Matrix m = new Matrix(v);
Vert p = this;
boolean good = true;
do {
good &= p.transform(m);
- v = v.times(binding); // bleh wrong
p = p.bound_to;
} while (p != this);
return good;
return null;
}
+ public Vec norm() {
+ Vec norm = new Vec(0, 0, 0);
+ E e = this.e;
+ do {
+ if (e.t != null) norm = norm.plus(e.t.norm().times((float)e.prev.angle()));
+ e = e.pair.next;
+ } while(e != this.e);
+ return norm.norm();
+ }
+
public boolean isBoundTo(Vert p) {
Vert px = p;
do {
} while(px != p);
return false;
}
-
public void unbind() { bound_to = this; binding = new Matrix(); }
public void bind(Vert p) { bind(p, new Matrix()); }
public void bind(Vert p, Matrix binding) {
this.bound_to = temp_bound_to;
this.binding = temp_binding.times(temp_binding); // FIXME: may have order wrong here
}
- public Vec norm() {
- Vec norm = new Vec(0, 0, 0);
- E e = this.e;
- do {
- if (e.t != null) norm = norm.plus(e.t.norm().times((float)e.prev.angle()));
- e = e.pair.next;
- } while(e != this.e);
- return norm.norm();
+ }
+
+ public class BindingGroup {
+ private HashSet<E> left = new HashSet<E>();
+ private HashSet<E> right = new HashSet<E>();
+ public BindingGroup() { }
+ public BindingGroup(E e) {
+ left.add(e);
+ }
+ public void add(E e, boolean swap) {
+ if (e.bg != null) {
+ if (e.bg == this) return;
+ for(E ex : (!swap ? e.bg.left : e.bg.right)) {
+ ex.bg = this;
+ left.add(ex);
+ }
+ for(E ex : (!swap ? e.bg.right : e.bg.left)) {
+ ex.bg = this;
+ right.add(ex);
+ }
+ } else {
+ (!swap ? left : right).add(e);
+ e.bg = this;
+ }
+ }
+ public void dobind(E e) {
+ // assumes e is part of the "left" set
+ Vert v1 = null;
+ Vert v2 = null;
+ if (left.contains(e)) { v1 = e.p1; v2 = e.p2; }
+ if (right.contains(e)) { v1 = e.p2; v2 = e.p1; }
+ for(E ex : left) {
+ if (ex==e) continue;
+ v1.bind(ex.p1);
+ v2.bind(ex.p2);
+ }
+ for(E ex : right) {
+ if (ex==e) continue;
+ v1.bind(ex.p2);
+ v2.bind(ex.p1);
+ }
+ }
+ public void shatter(BindingGroup bg1, BindingGroup bg2) {
+ for(E e : left) {
+ e.shatter(e.midpoint(), bg1, bg2);
+ }
+ for(E e : right) {
+ e.shatter(e.midpoint(), bg2, bg1); /* swap correct? */
+ }
}
}
E next; // next half-edge
E pair; // partner half-edge
public BindingGroup bg = new BindingGroup(this);
+ boolean shattered = false;
public int compareTo(E e) { return e.length() > length() ? 1 : -1; }
- public void bind(E e) { bind(e, new Matrix()); }
- public void bind(E e, Matrix m) { e.bg.add(this); }
-
- public void dobind() {
- if (bg==null) return;
- for(E ex : bg.es) {
- if (ex==this) continue;
- p1.bind(ex.p1);
- p2.bind(ex.p2);
- }
+ public void bindEdge(E e) {
+ e.pair.bg.add(this, false);
}
+ public void dobind() { if (bg != null) bg.dobind(this); }
- boolean shattered = false;
public Point shatter() { return shatter(midpoint(), null, null); }
public Point shatter(Point mid, BindingGroup bg1, BindingGroup bg2) {
if (shattered) return mid;
if (bg1==null) bg1 = new BindingGroup();
if (bg2==null) bg2 = new BindingGroup();
- for(E e : bg.es) e.shatter(e.midpoint(), bg1, bg2);
+ bg.shatter(bg1, bg2);
pair.shatter();
destroy();
newT(r.p, p1.p, mid, null);
newT(r.p, mid, p2.p, null);
- bg1.add(p1.getE(mid));
- bg2.add(p2.getE(mid).pair);
+ bg1.add(p1.getE(mid), false);
+ bg2.add(p2.getE(mid).pair, false);
return mid;
}