r1 = r1 - (float)Math.floor(r1);
r1 = r1 * (float)0.01;
r1 = r1 - (float)0.005;
+ /*
+ public Vert partner() { return quadric==null ? this : quadric; }
+ public Point quadric() { return quadric_count==0 ? partner().p :
+ new Point(quadric_x/quadric_count, quadric_y/quadric_count, quadric_z/quadric_count); }
Vec v = p.nearest_vert_in_other_mesh().minus(p.p).norm().times(r1);
-
+ */
//v = p.norm().times(v.dot(p.norm()));
+ /*
+ Vec v = new Vec((random.nextFloat() - (float)0.5) / 1000,
+ (random.nextFloat() - (float)0.5) / 1000,
+ (random.nextFloat() - (float)0.5) / 1000);
+ */
+ Matrix inv = p.errorQuadric();
+ Vec v = new Vec(inv.d, inv.h, inv.l).norm().times(1/(float)1000);
boolean aspect = false;//(Math.abs(random.nextInt()) % 100) <= 2;
Matrix old_tile_aspect = null;//goal.aspect;
for(Mesh.Vert p : new Mesh.Vert[] { t.v1(), t.v2(), t.v3() }) {
p.p.glVertex(gl);
//p.plus(p.norm().times(p.score()*10)).glVertex(gl);
- p.partner().p.glVertex(gl);
+ //p.partner().p.glVertex(gl);
//tile.nearest(p).centroid().glVertex(gl);
}