import edu.berkeley.qfat.geom.*;
import edu.berkeley.qfat.geom.Point;
+// TO DO:
+// - real anneal
+// - solve self-intersection problem
+// - get a better test model?
+
// FIXME: re-orient goal (how?)
public class Main extends MeshViewer {
+ public static int verts = 0;
+
public static final Random random = new Random();
/** magnification factor */
Point p1 = new Point(stlf.coordArray[i+1].x * MAG, stlf.coordArray[i+1].y * MAG, stlf.coordArray[i+1].z * MAG);
Point p2 = new Point(stlf.coordArray[i+2].x * MAG, stlf.coordArray[i+2].y * MAG, stlf.coordArray[i+2].z * MAG);
Vec n = new Vec(stlf.normArray[i/3].x * MAG, stlf.normArray[i/3].y * MAG, stlf.normArray[i/3].z * MAG);
- Mesh.T t = goal.newT(p0, p1, p2, n);
+ Mesh.T t = goal.newT(p0, p1, p2, n, 0);
}
// rotate to align major axis -- this probably needs to be done by a human.
float goal_height = goal.diagonal().dot(new Vec(0, 1, 0));
float goal_depth = goal.diagonal().dot(new Vec(0, 0, 1));
+ /*
float width = (float)0.6;
float height = (float)0.08;
float depth = (float)0.3;
+ */
+ float width = (float)0.6;
+ float depth = (float)0.08;
+ float height = (float)0.3;
+
+ float rshift = width/2;
+ float lshift = -(width/2);
+
translations = new Matrix[] {
- new Matrix(new Vec(-(width/2), height, 0)),
- new Matrix(new Vec( (width/2), height, 0)),
- new Matrix(new Vec(-(width/2), -height, 0)),
- new Matrix(new Vec( (width/2), -height, 0)),
- new Matrix(new Vec(-(width/2), 0, depth)),
- new Matrix(new Vec( (width/2), 0, depth)),
- new Matrix(new Vec(-(width/2), 0, -depth)),
- new Matrix(new Vec( (width/2), 0, -depth)),
+ new Matrix(new Vec(lshift, depth, 0)),
+ new Matrix(new Vec(rshift, depth, 0)),
+ new Matrix(new Vec(lshift, -depth, 0)),
+ new Matrix(new Vec(rshift, -depth, 0)),
+ new Matrix(new Vec(lshift, 0, height)),
+ new Matrix(new Vec(rshift, 0, height)),
+ new Matrix(new Vec(lshift, 0, -height)),
+ new Matrix(new Vec(rshift, 0, -height)),
new Matrix(new Vec( width, 0, 0)),
new Matrix(new Vec(-width, 0, 0)),
- /*
- new Matrix(new Vec( 0, 0, depth)),
- new Matrix(new Vec( 0, 0, -depth)),
- */
+
+ new Matrix(new Vec( 0, 0, height)),
+ new Matrix(new Vec( 0, 0, -height)),
};
- Point ltf = new Point(-(width/2), (height/2), (depth/2));
- Point mtf = new Point( 0.0, (height/2), (depth/2));
- Point rtf = new Point( (width/2), (height/2), (depth/2));
- Point ltn = new Point(-(width/2), (height/2), -(depth/2));
- Point mtn = new Point( 0.0, (height/2), -(depth/2));
- Point rtn = new Point( (width/2), (height/2), -(depth/2));
- Point lbf = new Point(-(width/2), -(height/2), (depth/2));
- Point mbf = new Point( 0.0, -(height/2), (depth/2));
- Point rbf = new Point( (width/2), -(height/2), (depth/2));
- Point lbn = new Point(-(width/2), -(height/2), -(depth/2));
- Point mbn = new Point( 0.0, -(height/2), -(depth/2));
- Point rbn = new Point( (width/2), -(height/2), -(depth/2));
+ Point ltf = new Point(lshift, (depth/2), (height/2));
+ Point mtf = new Point( 0.0, (depth/2), (height/2));
+ Point rtf = new Point(rshift, (depth/2), (height/2));
+ Point ltn = new Point(lshift, (depth/2), -(height/2));
+ Point mtn = new Point( 0.0, (depth/2), -(height/2));
+ Point rtn = new Point(rshift, (depth/2), -(height/2));
+ Point lbf = new Point(lshift, -(depth/2), (height/2));
+ Point mbf = new Point( 0.0, -(depth/2), (height/2));
+ Point rbf = new Point(rshift, -(depth/2), (height/2));
+ Point lbn = new Point(lshift, -(depth/2), -(height/2));
+ Point mbn = new Point( 0.0, -(depth/2), -(height/2));
+ Point rbn = new Point(rshift, -(depth/2), -(height/2));
Point[] points = new Point[] {
ltf,
// top
- tile.newT(ltf, mtf, mtn, null);
- tile.newT(mtn, ltn, ltf, null);
- tile.newT(mtf, rtf, rtn, null);
- tile.newT(rtn, mtn, mtf, null);
+ tile.newT(ltf, mtf, mtn, null, 1);
+ tile.newT(mtn, ltn, ltf, null, 1);
+ tile.newT(mtf, rtf, rtn, null, 1);
+ tile.newT(rtn, mtn, mtf, null, 1);
// bottom (swap normals)
- tile.newT(mbf, lbf, mbn, null);
- tile.newT(lbn, mbn, lbf, null);
- tile.newT(rbf, mbf, rbn, null);
- tile.newT(mbn, rbn, mbf, null);
+ tile.newT(mbf, lbf, mbn, null, 2);
+ tile.newT(lbn, mbn, lbf, null, 2);
+ tile.newT(rbf, mbf, rbn, null, 2);
+ tile.newT(mbn, rbn, mbf, null, 2);
// left
- tile.newT(ltf, ltn, lbn, null);
- tile.newT(lbn, lbf, ltf, null);
+ tile.newT(ltf, ltn, lbn, null, 3);
+ tile.newT(lbn, lbf, ltf, null, 3);
// right (swap normals)
- tile.newT(rtn, rtf, rbn, null);
- tile.newT(rbf, rbn, rtf, null);
+ tile.newT(rtn, rtf, rbn, null, 4);
+ tile.newT(rbf, rbn, rtf, null, 4);
// front
- tile.newT(ltn, mtn, mbn, null);
- tile.newT(ltn, mbn, lbn, null);
- tile.newT(mtn, rtn, rbn, null);
- tile.newT(mtn, rbn, mbn, null);
+ tile.newT(ltn, mtn, mbn, null, 5);
+ tile.newT(ltn, mbn, lbn, null, 5);
+ tile.newT(mtn, rtn, rbn, null, 5);
+ tile.newT(mtn, rbn, mbn, null, 5);
// back
- tile.newT(mtf, ltf, mbf, null);
- tile.newT(mbf, ltf, lbf, null);
- tile.newT(rtf, mtf, rbf, null);
- tile.newT(rbf, mtf, mbf, null);
+ tile.newT(mtf, ltf, mbf, null, 6);
+ tile.newT(mbf, ltf, lbf, null, 6);
+ tile.newT(rtf, mtf, rbf, null, 6);
+ tile.newT(rbf, mtf, mbf, null, 6);
for(Matrix m : translations) {
for(Mesh.T t1 : tile) {
if ((t1.v1().p.times(m).minus(t2.v1().p).mag() < Mesh.EPSILON) &&
(t1.v2().p.times(m).minus(t2.v3().p).mag() < Mesh.EPSILON) &&
(t1.v3().p.times(m).minus(t2.v2().p).mag() < Mesh.EPSILON)) {
- t1.e1().bind(t2.e3().pair);
- t1.e2().bind(t2.e2().pair);
- t1.e3().bind(t2.e1().pair);
+ t1.e1().bindEdge(t2.e3());
+ t1.e2().bindEdge(t2.e2());
+ t1.e3().bindEdge(t2.e1());
}
if ((t1.v2().p.times(m).minus(t2.v1().p).mag() < Mesh.EPSILON) &&
(t1.v3().p.times(m).minus(t2.v3().p).mag() < Mesh.EPSILON) &&
(t1.v1().p.times(m).minus(t2.v2().p).mag() < Mesh.EPSILON)) {
- t1.e2().bind(t2.e3().pair);
- t1.e3().bind(t2.e2().pair);
- t1.e1().bind(t2.e1().pair);
+ t1.e2().bindEdge(t2.e3());
+ t1.e3().bindEdge(t2.e2());
+ t1.e1().bindEdge(t2.e1());
}
if ((t1.v3().p.times(m).minus(t2.v1().p).mag() < Mesh.EPSILON) &&
(t1.v1().p.times(m).minus(t2.v3().p).mag() < Mesh.EPSILON) &&
(t1.v2().p.times(m).minus(t2.v2().p).mag() < Mesh.EPSILON)) {
- t1.e3().bind(t2.e3().pair);
- t1.e1().bind(t2.e2().pair);
- t1.e2().bind(t2.e1().pair);
+ t1.e3().bindEdge(t2.e3());
+ t1.e1().bindEdge(t2.e2());
+ t1.e2().bindEdge(t2.e1());
}
}
}
}
public synchronized void breakit() {
- if (verts > 50) return;
+ if (verts > 800) return;
+ //while(verts < 800) {
PriorityQueue<Mesh.E> es = new PriorityQueue<Mesh.E>();
for(Mesh.E e : tile.edges()) es.add(e);
- for(int i=0; i<10; i++) {
+ for(int i=0; i<40; i++) {
Mesh.E e = es.poll();
verts++;
- System.out.println("shatter " + e);
+ //System.out.println("shatter " + e);
e.shatter();
tile.rebindPoints();
}
+ //}
}
public synchronized void rand(double temperature, Mesh.Vert p) {
double goal_score = goal.score();
p.reComputeError();
+
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);
-
+ /*
+ Matrix inv = p.errorQuadric();
+ Vec v = new Vec(inv.d, inv.h, inv.l).norm().times(1/(float)1000);
+ */
boolean good = p.move(v);
double new_tile_score = tile.score();
double new_goal_score = goal.score();
//double swapProbability = Math.exp((-1 * delta) / temperature);
//boolean doSwap = Math.random() < swapProbability;
boolean doSwap = good && (tile_delta <= 0 && goal_delta <= 0);
-
if (doSwap) {
tile_score = new_tile_score;
goal_score = new_goal_score;
}
}
- public static int verts = 0;
-
public void anneal() throws Exception {
int verts = 0;
while(true) {
repaint();
for(Mesh.Vert v : hs) rand(10,v);
}
+ tile.rebuildPointSet();
+ repaint();
breakit();
repaint();
goal.unApplyQuadricToNeighborAll();
Main main = new Main(stlf, f);
main.anneal();
}
+
}
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