/** a vertex in the mesh */
public final class Vertex extends HasQuadric implements Visitor {
- public Point p, oldp;
+ public Point p, oldp, goodp;
E e; // some edge *leaving* this point
Matrix binding = Matrix.ONE;
private Vertex(Point p) {
this.p = p;
+ this.goodp = p;
if (vertices.get(p) != null) throw new Error();
vertices.add(this);
}
? nearest_in_other_mesh.fundamentalQuadric().preAndPostMultiply(p)
: nearest().fundamentalQuadric().preAndPostMultiply(p);
if (quadric_count != 0)
- nerror = (/*nerror +*/ quadric.preAndPostMultiply(p))/(quadric_count/*+1*/);
- /*
+ nerror = (nerror + quadric.preAndPostMultiply(p))/(quadric_count+1);
+
for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next) {
double ang = Math.abs(e.dihedralAngle());
if (ang > Math.PI) throw new Error();
float minangle = (float)(Math.PI * 0.8);
if (ang > minangle) nerror += (ang - minangle);
+ /*
if (e.t.aspect() < 0.2) {
- nerror += (0.2-e.t.aspect()) * 300;
+ nerror += (0.2-e.t.aspect()) * 10;
}
- }
*/
+ }
+
setError(nerror);
}
public void glVertices(GL gl) {
if (!shouldBeDrawn()) return;
norm().glNormal(gl);
- Point p1 = v1().oldp;
- Point p2 = v2().oldp;
- Point p3 = v3().oldp;
- if (p1==null || p2==null || p3==null) return;
+ Point p1 = v1().goodp;
+ Point p2 = v2().goodp;
+ Point p3 = v3().goodp;
p1.glVertex(gl);
p2.glVertex(gl);
p3.glVertex(gl);