}
public void breakit() {
+ /*
int oldverts = verts;
System.out.println("doubling vertices.");
PriorityQueue<Mesh.E> es = new PriorityQueue<Mesh.E>();
repaint();
}
tile.rebindPoints();
+ */
}
public synchronized void rand(float temp, Mesh.Vertex p) {
boolean good = p.move(m, false);
if (!good) { misses++; return; }
- p.reComputeErrorAround();
-
double new_tile_error = tile.error();
double new_goal_error = goal.error();
double tile_delta = (new_tile_error - tile_error) / tile_error;
double goal_delta = (new_goal_error - goal_error) / goal_error;
double delta = tile_delta + goal_delta;
- double swapProbability = Math.exp((-1 * delta) / (((double)temp)/100000));
+ double swapProbability = Math.exp((-1 * delta) / (((double)temp)/1000000));
boolean doSwap = good && (Math.random() < swapProbability);
//boolean doSwap = good && (tile_delta <= 0 && goal_delta <= 0);
//boolean doSwap = good && (tile_delta + goal_delta <= 0);
if (breaks > 0) {
while (breaks>0) {
breaks--;
- breakit();
+ //breakit();
}
- seek_upward = true;
+ //seek_upward = true;
} else if (acceptance > 0.96) gamma = 0.4f;
else if (acceptance > 0.9) gamma = 0.5f;
else if (acceptance > 0.8) gamma = 0.65f;
else if (acceptance > 0.6) gamma = 0.7f;
- else if (acceptance > 0.3) gamma = 0.9f;
- else if (acceptance > 0.15) gamma = 0.95f;
- else if (acceptance > 0.10) gamma = 0.98f;
+ else if (acceptance > 0.3) gamma = 0.8f;
+ else if (acceptance > 0.15) gamma = 0.9f;
+ else if (acceptance > 0.05) gamma = 0.95f;
+ else if (acceptance > 0.01) gamma = 0.98f;
else breaks++;
if (seek_upward) {
- if (acceptance > 0.3) seek_upward = false;
+ if (acceptance > 0.2) seek_upward = false;
else gamma = 2-gamma;
}
Thread.yield();
repaint();
}
+ PriorityQueue<Mesh.E> es = new PriorityQueue<Mesh.E>();
+ for(Mesh.T t : tile) {
+ float max = 5;
+ for(Mesh.E e : new Mesh.E[] { t.e1(), t.e2(), t.e3() }) {
+ if (e==null) continue;
+ if (e.stretchRatio() > max) es.add(e);
+ if (t.aspect() < 0.1) es.add(e);
+ }
+ }
+
+ for(int i=0; i<1; i++) {
+ Mesh.E e = es.poll();
+ if (e==null) break;
+ e.shatter();
+ }
+ tile.rebindPoints();
+
System.out.println("temp="+temp + " ratio="+(Math.ceil(acceptance*100)) + " " +
"points_per_second=" +
(count*1000)/((double)(System.currentTimeMillis()-then)));
public void computeError() {
if (error_against==null) return;
float nerror =
- quadric_count != 0
- ? (quadric.preAndPostMultiply(p) * 100)/quadric_count
- : nearest_in_other_mesh != null
- ? nearest_in_other_mesh.fundamentalQuadric().preAndPostMultiply(p) * 100
- : nearest().fundamentalQuadric().preAndPostMultiply(p) * 100;
+ nearest_in_other_mesh != null
+ ? nearest_in_other_mesh.fundamentalQuadric().preAndPostMultiply(p)
+ : nearest().fundamentalQuadric().preAndPostMultiply(p);
+ if (quadric_count != 0)
+ nerror = (/*nerror +*/ quadric.preAndPostMultiply(p))/(quadric_count/*+1*/);
+ /*
for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next) {
- double ang = Math.abs(e.crossAngle());
+ double ang = Math.abs(e.dihedralAngle());
if (ang > Math.PI) throw new Error();
float minangle = (float)(Math.PI * 0.8);
if (ang > minangle) nerror += (ang - minangle);
- /*
if (e.t.aspect() < 0.2) {
nerror += (0.2-e.t.aspect()) * 300;
}
- */
}
+ */
setError(nerror);
}
+ public boolean move(Matrix m, boolean ignoreProblems) {
+ boolean good = true;
+ for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
+ good &= p.transform(m.times(p.p), ignoreProblems);
+ for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
+ if (good || ignoreProblems) p.reComputeErrorAround();
+ else p.transform(p.oldp, true);
+ return good;
+ }
+
/** does NOT update bound pairs! */
private boolean transform(Point newp, boolean ignoreProblems) {
this.oldp = this.p;
public void checkLegality() {
/*
for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next) {
- if (Math.abs(e.crossAngle()) > (Math.PI * 0.9) ||
- Math.abs(e.next.crossAngle()) > (Math.PI * 0.9)) illegal = true;
+ if (Math.abs(e.dihedralAngle()) > (Math.PI * 0.9) ||
+ Math.abs(e.next.dihedralAngle()) > (Math.PI * 0.9)) illegal = true;
if (e.t.aspect() < 0.1) illegal = true;
}
*/
return !illegal;
}
- public boolean move(Matrix m, boolean ignoreProblems) {
- boolean good = true;
- for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
- good &= p.transform(m.times(p.p), ignoreProblems);
- for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
- if (good || ignoreProblems) p.reComputeErrorAround();
- else p.transform(p.oldp, true);
- return good;
- }
-
public E getFreeIncident() {
E ret = getFreeIncident(e, e);
if (ret != null) return ret;
boolean shattered = false;
public boolean intersects(T t) { return t.intersects(p1.p, p2.p); }
- public float comparator() {
- /*
+
+ public float stretchRatio() {
Vertex nearest = error_against.nearest(midpoint());
- //return (float)Math.max(length(), midpoint().distance(nearest.p));
- //return length();
float nearest_distance = midpoint().distance(nearest.p);
float other_distance =
(p1.p.distance(error_against.nearest(p1.p).p)+
p2.p.distance(error_against.nearest(p2.p).p))/2;
return nearest_distance/other_distance;
- */
+ }
+ public float comparator() {
+
+
return length();
//return t==null?0:(1/t.aspect());
}
public T makeT(int colorclass) { return t==null ? (t = new T(this, colorclass)) : t; }
- public double crossAngle() {
+ public double dihedralAngle() {
Vec v1 = t.norm().times(-1);
Vec v2 = pair.t.norm().times(-1);
return Math.acos(v1.norm().dot(v2.norm()));
/** issue gl.glVertex() for each of the triangle's points */
public void glVertices(GL gl) {
+ if (!shouldBeDrawn()) return;
norm().glNormal(gl);
Point p1 = v1().oldp;
Point p2 = v2().oldp;
for(Matrix m : translations) {
//if (v1.z==0 && v1.y==0) continue;
i++;
- //if (i != 7 && i!=4) continue;
+ if (i!=2&&i!=5) continue;
Point p = new Point(0, 0, 0).times(m);
Vec v = new Vec(p.x, p.y, p.z);
v = v.times((float)1.04);
gl.glTranslatef(v.x, v.y, v.z);
- //draw(gl, false, tile);
+ //draw(gl, false, safeTriangles);
gl.glTranslatef(-v.x, -v.y, -v.z);
}
//gl.glEnable(GL.GL_DEPTH_TEST);