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 void unscore() {
+ 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.unscore();
+ p.unApplyQuadricToNeighbor();
}
}
- public void fundamental() {
+ public void recomputeAllFundamentalQuadrics() {
HashSet<Vert> done = new HashSet<Vert>();
for(T t : this)
for(Vert p : new Vert[] { t.v1(), t.v2(), t.v3() }) {
p.recomputeFundamentalQuadric();
}
}
- public float rescore() {
+ 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);
public Point p;
E e; // some edge *leaving* this point
- Vert bound_to = this;
-
/** 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 */
/** the total error quadric (contributions from all vertices in other mesh for which this is nearest) */
Matrix quadric = Matrix.ZERO;
+ Vert bound_to = this;
Matrix binding = new Matrix();
float oldscore = 0;
- boolean inserted = false;
public Matrix errorQuadric() { return quadric; }
+ public Point getPoint() { return p; }
+ public float score() { return oldscore; }
private Matrix fundamentalQuadric = null;
public Matrix fundamentalQuadric() {
return fundamentalQuadric;
}
- public Point getPoint() { return p; }
private Vert(Point p) {
this.p = p;
if (pointset.get(p) != null) throw new Error();
pointset.add(this);
}
- public float score() { return oldscore; }
public void recomputeFundamentalQuadric() {
- unscore();
+ unApplyQuadricToNeighbor();
Matrix m = Matrix.ZERO;
E e = this.e;
do {
e = e.pair.next;
} while(e != this.e);
fundamentalQuadric = m;
- rescore();
+ applyQuadricToNeighbor();
}
- public void unscore() {
+ 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 rescore() {
+ public void applyQuadricToNeighbor() {
if (score_against == null) return;
- score -= oldscore;
- oldscore = 0;
-
- if (nearest_in_other_mesh != null) unscore();
+ if (nearest_in_other_mesh != null) unApplyQuadricToNeighbor();
if (nearest_in_other_mesh == null) {
nearest_in_other_mesh = score_against.nearest(p);
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 (quadric_count==0) s1 = 0;
- else s1 = p.distance(quadric_x/quadric_count, quadric_y/quadric_count, quadric_z/quadric_count);
- s2 = quadric==null ? 0 : po.p.distance(quadric.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) {
- unscore();
+ unApplyQuadricToNeighbor();
try {
if (pointset.get(this.p)==null) throw new Error();
pointset.remove(this);
} catch (Exception e) {
throw new RuntimeException(e);
}
- fundamentalQuadric = fundamentalQuadric();
- rescore();
+ applyQuadricToNeighbor();
- // recompute fundamental quadrics of all vertices sharing a face
- /*
- E e = this.e;
- do {
- e.p2.recomputeFundamentalQuadric();
- e = e.pair.next;
- } while(e != this.e);
- */
-
- 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;
+ // should recompute fundamental quadrics of all vertices sharing a face, but we defer...
+ // 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();
- }
}
/** [UNIQUE] an edge */