public void transform(Matrix m) {
ArrayList<Vertex> set = new ArrayList<Vertex>();
for(Vertex v : vertices) set.add(v);
- for(Vertex v : set) v.transform(m);
+ for(Vertex v : set) v.transform(m.times(v.p));
}
public void rebuild() { /*vertices.rebuild();*/ }
Matrix binding = Matrix.ONE;
Vertex bound_to = this;
+ private boolean good;
public Point getPoint() { return p; }
public float error() { return olderror; }
return m.times(1/(float)count);
}
- public HasQuadric nearest() {
- if (error_against==null) return null;
- return error_against.vertices.nearest(p, this);
- }
- public void unComputeError() { setError(0); }
+ public HasQuadric nearest() { return error_against==null ? null : error_against.vertices.nearest(p, this); }
public void computeError() {
float nerror =
quadric_count != 0
setError(nerror);
}
- private void removeTrianglesFromRTree() {
- for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next)
- if (e.t != null) e.t.removeFromRTree();
- }
- private void addTrianglesToRTree() {
- for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next)
- if (e.t != null) e.t.addToRTree();
- }
-
/** does NOT update bound pairs! */
- public boolean transform(Matrix m) {
+ public boolean transform(Point newp) {
if (immutableVertices) throw new Error();
unApplyQuadricToNeighbor();
if (vertices.get(this.p)==null) throw new Error();
vertices.remove(this);
- removeTrianglesFromRTree();
- float newx = m.a*p.x + m.b*p.y + m.c*p.z + m.d;
- 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);
- addTrianglesToRTree();
+ for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next)
+ if (e.t != null) e.t.removeFromRTree();
+ this.p = newp;
+ for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next)
+ if (e.t != null) e.t.addToRTree();
vertices.add(this);
applyQuadricToNeighbor();
if (!ignorecollision && good) triangles.range(oldp, this.p, (Visitor<T>)this);
- reComputeErrorAround();
-
return good;
}
return true;
}
}
- private boolean good;
+ Point oldp;
public boolean move(Vec v) {
Matrix m = Matrix.translate(v);
- Vertex p = this;
boolean good = true;
- do {
- good &= p.transform(m);
- p = p.bound_to;
- } while (p != this);
+ for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to) {
+ p.oldp = p.p;
+ good &= p.transform(m.times(p.p));
+ }
+ for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
+ if (good)
+ p.reComputeErrorAround();
+ else
+ p.transform(p.oldp);
return good;
}