// - real anneal
// - solve self-intersection problem
// - get a better test model?
+// - symmetry constraints withing the tile
+// - rotation matrices
+// - overbinding results in forced equational constraints on the leader
+// - shatter in invertd-triforce pattern brian mentioned
+// - aspect ratio? non-uniform deformation?
+// - rotational alignment
+
+// - movie-style user interface like
+// http://www.coleran.com/markcoleranreell.html ?
+
+// - consider recasting the Shewchuk predicates in Java?
+// http://www.cs.cmu.edu/afs/cs/project/quake/public/code/predicates.c
+
+/*
+ blender keys
+ - middle mouse = option+click
+ - right mouse = command+click
+
+ 3,7,1 = view along axes (control for opp direction)
+ 4, 8, 7, 2 = rotate in discrete increments (+control to translate)
+ middle trag: rotate space
+ shift+middle drag: translate space
+ wheel: zoom
+ home: home view: take current angle, zoom to whole scnee
+ 5 = ortho vs non-ortho
+
+*/
+
// FIXME: re-orient goal (how?)
public class Main extends MeshViewer {
- public static int verts = 0;
+ public static int verts = 1;
public static final Random random = new Random();
goal.ignorecollision = true;
// rotate to align major axis -- this probably needs to be done by a human.
- goal.transform(new Matrix(new Vec(0, 0, 1), (float)(Math.PI/2)));
+ goal.transform(Matrix.rotate(new Vec(0, 0, 1), (float)(Math.PI/2)));
float goal_width = goal.diagonal().dot(new Vec(1, 0, 0));
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 height = (float)0.08;
+ float depth = (float)0.3;
*/
float width = (float)0.7;
float depth = (float)0.08;
translations = new Matrix[] {
- new Matrix(new Vec(lshift, depth, halfup)),
- new Matrix(new Vec(rshift, depth, halfup)),
- new Matrix(new Vec(lshift, -depth, halfup)),
- new Matrix(new Vec(rshift, -depth, halfup)),
+ Matrix.translate(new Vec(lshift, depth, halfup)),
+ Matrix.translate(new Vec(rshift, depth, halfup)),
+ Matrix.translate(new Vec(lshift, -depth, halfup)),
+ Matrix.translate(new Vec(rshift, -depth, halfup)),
+
/*
- new Matrix(new Vec(0, depth, halfup)),
- new Matrix(new Vec(0, -depth, halfup)),
+ Matrix.translate(new Vec(0, depth, halfup)),
+ Matrix.translate(new Vec(0, -depth, halfup)),
*/
- 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)),
+ Matrix.translate(new Vec(lshift, 0, height)),
+ Matrix.translate(new Vec(rshift, 0, height)),
+ Matrix.translate(new Vec(lshift, 0, -height)),
+ Matrix.translate(new Vec(rshift, 0, -height)),
+
+
+ Matrix.translate(new Vec( width, 0, 0)),
+ Matrix.translate(new Vec(-width, 0, 0)),
};
}
}
- //xMesh.Vert mid = lbf.getE(mbn).shatter();
+ //xMesh.Vertex mid = lbf.getE(mbn).shatter();
// rescale to match volume
float factor = (float)Math.pow(tile.volume() / goal.volume(), 1.0/3.0);
- goal.transform(new Matrix(factor));
+ goal.transform(Matrix.scale(factor));
// translate to match centroid
- goal.transform(new Matrix(tile.centroid().minus(goal.centroid())));
+ goal.transform(Matrix.translate(tile.centroid().minus(goal.centroid())));
+ goal.makeVerticesImmutable();
//tx.e2.shatter();
//tx.e3.shatter();
tile.score_against = goal;
goal.score_against = tile;
- tile.tilemesh = true;
}
public synchronized void breakit() {
- if (verts > 800) return;
- //while(verts < 800) {
+ int oldverts = verts;
+ System.out.println("doubling vertices.");
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(Mesh.T t : tile) {
+ es.add(t.e1());
+ es.add(t.e2());
+ es.add(t.e3());
+ }
+ for(int i=0; i<oldverts; 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(float temp, Mesh.Vert p) {
+ public synchronized void rand(float temp, Mesh.Vertex p) {
//p.reComputeError();
p.reComputeErrorAround();
double goal_score = goal.score();
Vec v;
- Matrix inv = p.errorQuadric();
- v = new Vec(inv.d, inv.h, inv.l).norm().times(1/(float)300);
- if (p.quadric_count == 0) {
- v = goal.nearest(p.p).p.minus(p.p).norm().times(1/(float)300);
- }
+ /*
+ Matrix inv = p.errorQuadric();
+ v = new Vec(inv.d, inv.h, inv.l).norm().times(1/(float)300);
+ if (p.quadric_count == 0) {
+ v = goal.nearest(p.p).p.minus(p.p).norm().times(1/(float)300);
+ }
+ */
Vec v2 = new Vec((random.nextFloat() - (float)0.5) / 500,
- (random.nextFloat() - (float)0.5) / 500,
- (random.nextFloat() - (float)0.5) / 500);
- v = v.plus(v2.norm().times(1/(float)300));
- //v = v2;
+ (random.nextFloat() - (float)0.5) / 500,
+ (random.nextFloat() - (float)0.5) / 500);
+ //v = v.plus(v2.norm().times(1/(float)300));
+ v = v2.norm().times(1/(float)300);
boolean good = p.move(v);
double goal_delta = (new_goal_score - goal_score) / goal_score;
double delta = tile_delta + goal_delta;
double swapProbability = Math.exp((-1 * delta) / temp);
- //boolean doSwap = good && (Math.random() < swapProbability);
+ boolean doSwap = good && (Math.random() < swapProbability);
//boolean doSwap = good && (tile_delta <= 0 && goal_delta <= 0);
- boolean doSwap = good && (tile_delta + goal_delta <= 0);
+ //boolean doSwap = good && (tile_delta + goal_delta <= 0);
if (doSwap) {
tile_score = new_tile_score;
goal_score = new_goal_score;
float hits = 0;
float misses = 0;
public void anneal() throws Exception {
- int verts = 0;
float hightemp = 10;
float temp = hightemp;
float last = 10;
while(true) {
- double ratio = (hits+misses==0) ? 1 : (hits / (hits+misses));
- System.out.println("temp="+temp + " ratio="+(Math.ceil(ratio*100)));
- hits = 0;
- misses = 0;
- float gamma = 0;
- double acceptance = ratio;
- if (breaks) {
- breaks = false;
- breakit();
- //gamma = 1;
- gamma = 1;
- //temp = last * 0.8f;
- //last = temp;
- //temp = hightemp;
- } 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 {
- //breakit();
- //gamma = 1;
- gamma = 0.99f;
- //gamma = 1;
- //temp = last * 0.8f;
- //last = temp;
- //temp = hightemp;
+ synchronized(this) {
+ double ratio = (hits+misses==0) ? 1 : (hits / (hits+misses));
+ hits = 0;
+ misses = 0;
+ float gamma = 0;
+ double acceptance = ratio;
+ accepts = (int)(Math.ceil(ratio*100));
+ temps = (int)(Math.ceil(temp*1000));
+ vertss = tile.size();
+ if (breaks > 0) { while (breaks>0) {
+ breaks--;
+ breakit();
+ //gamma = 1;
+ gamma = 1;
+ //temp = last * 0.8f;
+ //last = temp;
+ //temp = hightemp;
+ } } 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 {
+ breakit();
+ //gamma = 1;
+ gamma = 0.99f;
+ //gamma = 1;
+ //temp = last * 0.8f;
+ //last = temp;
+ //temp = hightemp;
+ }
+ }
+ temp = temp * gamma;
+
+
+ HashSet<Mesh.Vertex> hs = new HashSet<Mesh.Vertex>();
+ for(Mesh.Vertex p : tile.vertices()) hs.add(p);
+ Mesh.Vertex[] pts = (Mesh.Vertex[])hs.toArray(new Mesh.Vertex[0]);
+
+ int count = 0;
+ long then = System.currentTimeMillis();
+ for(int i=0; i<40; i++) {
+ if (anneal) {
+ count++;
+ Mesh.Vertex v = pts[Math.abs(random.nextInt()) % pts.length];
+ rand(temp,v);
+ }
+ Thread.yield();
+ repaint();
}
- }
- temp = temp * gamma;
+ System.out.println("temp="+temp + " ratio="+(Math.ceil(ratio*100)) + " " +
+ "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();
- HashSet<Mesh.Vert> hs = new HashSet<Mesh.Vert>();
- for(Mesh.Vert p : tile.vertices()) hs.add(p);
- for(int i=0; i<10; i++) {
- repaint();
- for(Mesh.Vert v : hs) rand(temp,v);
+ synchronized(safeTriangles) {
+ safeTriangles.clear();
+ for(Mesh.T t : tile) if (t.shouldBeDrawn()) safeTriangles.add(t);
+ }
}
- tile.rebuildPointSet();
- repaint();
- //breakit();
- repaint();
- goal.unApplyQuadricToNeighborAll();
- repaint();
- tile.recomputeAllFundamentalQuadrics();
- repaint();
- goal.applyQuadricToNeighborAll();
- }
+ }
}
+
public static void main(String[] s) throws Exception {
StlFile stlf = new StlFile();
stlf.load("fish.stl");