import javax.media.opengl.*;
import javax.media.opengl.glu.*;
+// FEATURE: octree for nearest-point queries? Could make moving points around problematic.
+
public class Geom implements Iterable<Geom.T> {
public static float EPSILON = (float)0.000001;
public Iterator<T> iterator() { return ts.iterator(); }
+ public P newP(double x, double y, double z) { return newP((float)x, (float)y, (float)z); }
public P newP(float x, float y, float z) {
P p = new P(x, y, z);
P p2 = ps.get(p);
return e;
}
+ public T newT(P p1, P p2, P p3) {
+ return newT(newE(p1, p2), newE(p2, p3), newE(p3, p1), p3.minus(p1).cross(p2.minus(p1)));
+ }
+
/** ensures that e1.cross(e2).norm()==e2.cross(e3).norm()==e3.cross(e1).norm()==t.norm() */
public T newT(E e1, E e2, E e3, V norm) {
P p12 = e1.shared(e2);
/** [UNIQUE] point in 3-space */
public final class P {
- public final float x, y, z;
+
+ float x, y, z;
+
private T t = null; // any of the triangles incident at this point
+
+ private M binding = new M();
+ private P bound_to = this;
+
+ public void unbind() { bound_to = null; binding = null; }
+ public void bind(P p) { bind(p, new M()); }
+ public void bind(P p, M binding) {
+
+ P px = p;
+ do {
+ if (px==this) return; // already bound
+ px = px.bound_to;
+ } while(px != p);
+
+ P temp_bound_to = p.bound_to;
+ M temp_binding = p.binding;
+ p.bound_to = this.bound_to;
+ p.binding = binding.times(this.binding); // FIXME: may have order wrong here
+ this.bound_to = temp_bound_to;
+ this.binding = temp_binding.times(temp_binding); // FIXME: may have order wrong here
+ }
+
+ public void move(V v) {
+ P p = this;
+ do {
+ p.x = p.x+v.x;
+ p.y = p.y+v.y;
+ p.z = p.z+v.z;
+ v = v.times(binding);
+ p = p.bound_to;
+ } while (p != this);
+ }
+
public P(float x, float y, float z) { this.x = x; this.y = y; this.z = z; }
public V minus(P p) { return new V(x-p.x, y-p.y, z-p.z); }
public P plus(V v) { return newP(x+v.x, y+v.y, z+v.z); }
+ public P times(M m) { return m.apply(this); }
public boolean equals(Object o) {
if (o==null || !(o instanceof P)) return false;
P p = (P)o;
/** vector in 3-space */
public final class V {
- private final float x, y, z;
+ public final float x, y, z;
+ public V(double x, double y, double z) { this((float)x, (float)y, (float)z); }
public V(float x, float y, float z) { this.x = x; this.y = y; this.z = z; }
public V cross(V v) { return new V(y*v.z-z*v.y, z*v.x-x*v.z, x*v.y-y*v.x); }
public V plus(V v) { return new V(x+v.x, y+v.y, z+v.z); }
- public V norm() { float m = mag(); return new V(x/m, y/m, z/m); }
+ public V norm() { return div(mag()); }
+ public V times(M m) { return m.apply(this); }
public float mag() { return (float)Math.sqrt(x*x+y*y+z*z); }
public float dot(V v) { return x*v.x + y*v.y + z*v.z; }
public V times(float mag) { return new V(x*mag, y*mag, z*mag); }
+ public V div(float mag) { return new V(x/mag, y/mag, z/mag); }
public String toString() { return "<"+x+","+y+","+z+">"; }
}
if (e2.t1 == null) e2.t1 = this; else if (e2.t2 == null) e2.t2 = this; else throw new Error("non-manifold surface");
if (e3.t1 == null) e3.t1 = this; else if (e3.t2 == null) e3.t2 = this; else throw new Error("non-manifold surface");
// FIXME: check that triangles we share an edge with agree on the direction of the normal vector
- // FIXME: check for sealed/watertight surface once construction is complete (an infer normal(s)?)
+ // FIXME: check for sealed/watertight surface once construction is complete (and infer normal(s)?)
}
public V norm() {
P p1 = e1.shared(e2);
/** returns the angle at point p */
public double angle(P p) {
- V v1 = firstEdge(p).other(p).minus(p);
- V v2 = secondEdge(p).other(p).minus(p);
+ V v1 = nextE(p).other(p).minus(p);
+ V v2 = prevE(p).other(p).minus(p);
return Math.acos(v1.norm().dot(v2.norm()));
}
}
+
/** matrix */
public class M {
+ public M() { }
+ public P apply(P p) { return p; }
+ public V apply(V v) { return v; }
+ public M invert() { return this; }
+ public M times(M m) { return this; }
}
}