Mesh.T t = goal.newT(p0, p1, p2, n, 0);
}
- goal.ignorecollision = true;
-
// rotate to align major axis -- this probably needs to be done by a human.
goal.transform(Matrix.rotate(new Vec(0, 0, 1), (float)(Math.PI/2)));
System.out.println("tile volume: " + tile.volume());
System.out.println("goal volume: " + goal.volume());
- tile.score_against = goal;
- goal.score_against = tile;
+ tile.error_against = goal;
+ goal.error_against = tile;
}
public synchronized void breakit() {
//p.reComputeError();
p.reComputeErrorAround();
- double tile_score = tile.score();
- double goal_score = goal.score();
+ double tile_error = tile.error();
+ double goal_error = goal.error();
Vec v;
/*
//v = v.plus(v2.norm().times(1/(float)300));
v = v2.norm().times(1/(float)300);
- boolean good = p.move(v);
+ Matrix m = Matrix.translate(v);
- p.reComputeErrorAround();
+ boolean good = p.move(m, false);
+ if (!good) { misses++; return; }
- double new_tile_score = tile.score();
- double new_goal_score = goal.score();
- double tile_delta = (new_tile_score - tile_score) / tile_score;
- double goal_delta = (new_goal_score - goal_score) / goal_score;
+ //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) / temp);
boolean doSwap = good && (Math.random() < swapProbability);
//boolean doSwap = good && (tile_delta <= 0 && goal_delta <= 0);
//boolean doSwap = good && (tile_delta + goal_delta <= 0);
if (doSwap) {
- tile_score = new_tile_score;
- goal_score = new_goal_score;
- //System.out.println("score: " + tile_score + " / " + goal_score);
+ tile_error = new_tile_error;
+ goal_error = new_goal_error;
+ //System.out.println("error: " + tile_error + " / " + goal_error);
hits++;
} else {
- p.move(v.times(-1));
+ p.move(Matrix.translate(v.times(-1)), true);
misses++;
}
}
float hightemp = 10;
float temp = hightemp;
float last = 10;
+ float lastbreak = 10;
while(true) {
synchronized(this) {
double ratio = (hits+misses==0) ? 1 : (hits / (hits+misses));
breaks--;
breakit();
//gamma = 1;
+ float t = temp;
+ temp = lastbreak;
gamma = 1;
+ lastbreak = t;
//temp = last * 0.8f;
//last = temp;
//temp = hightemp;
gamma = 0.98f;
} else {
breakit();
+ float t = temp;
+ temp = lastbreak;
+ gamma = 1;
+ lastbreak = t;
//gamma = 1;
- gamma = 0.99f;
+ //gamma = 0.99f;
//gamma = 1;
//temp = last * 0.8f;
//last = temp;
count++;
Mesh.Vertex v = pts[Math.abs(random.nextInt()) % pts.length];
rand(temp,v);
+ v.recomputeFundamentalQuadricIfStale();
+ v.recomputeFundamentalQuadricIfNeighborChanged();
}
Thread.yield();
repaint();
"points_per_second=" +
(count*1000)/((double)(System.currentTimeMillis()-then)));
- //for(Mesh.Vertex p : goal.vertices()) p.recomputeFundamentalQuadricIfNeighborChanged();
- //for(Mesh.Vertex p : tile.vertices()) p.recomputeFundamentalQuadric();
+ for(Mesh.Vertex p : goal.vertices()) p.recomputeFundamentalQuadricIfNeighborChanged();
synchronized(safeTriangles) {
safeTriangles.clear();