public boolean immutableVertices;
public boolean ignorecollision = false;
- public Mesh score_against = null;
- public double score = 0;
+ public Mesh error_against = null;
+ public double error = 0;
public Mesh(boolean immutableVertices) { this.immutableVertices = immutableVertices; }
public void makeVerticesImmutable() { this.immutableVertices = true; }
- public float score() { return (float)score; }
+ public float error() { return (float)error; }
public int size() { return vertices.size(); }
public Iterable<Vertex> vertices() { return vertices; }
/** a vertex in the mesh */
public final class Vertex extends HasQuadric implements Visitor {
- public String toString() { return p.toString(); }
public Point p;
E e; // some edge *leaving* this point
Matrix binding = Matrix.ONE;
Vertex bound_to = this;
+ private boolean good;
public Point getPoint() { return p; }
- public float score() { return oldscore; }
+ public float error() { return olderror; }
private Vertex(Point p) {
this.p = p;
vertices.add(this);
}
- private void glNormal(GL gl) {
- Vec norm = norm();
- gl.glNormal3f(norm.x, norm.y, norm.z);
+ public float olderror = 0;
+ public void setError(float nerror) {
+ error -= olderror;
+ olderror = nerror;
+ error += olderror;
}
- public void _recomputeFundamentalQuadric() {
+ public Matrix _recomputeFundamentalQuadric() {
Matrix m = Matrix.ZERO;
int count = 0;
for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next) {
- T t = e.t;
- m = m.plus(t.norm().fundamentalQuadric(t.centroid()));
+ m = m.plus(e.t.norm().fundamentalQuadric(e.t.centroid()));
count++;
}
- quadricStale = false;
- fundamentalQuadric = m.times(1/(float)count);
+ return m.times(1/(float)count);
}
- public void applyQuadricToNeighbor() {
- if (score_against == null) return;
-
- Vertex new_nearest = (Vertex)nearest();
- if (nearest_in_other_mesh != null && new_nearest == nearest_in_other_mesh) return;
-
- if (nearest_in_other_mesh != null) unApplyQuadricToNeighbor();
- if (nearest_in_other_mesh != null) throw new Error();
-
- nearest_in_other_mesh = new_nearest;
-
- nearest_in_other_mesh.unComputeError();
- nearest_in_other_mesh.quadric = nearest_in_other_mesh.quadric.plus(fundamentalQuadric());
- nearest_in_other_mesh.quadric_count++;
- nearest_in_other_mesh.computeError();
-
- reComputeError();
+ public HasQuadric nearest() {
+ if (error_against==null) return null;
+ return error_against.vertices.nearest(p, this);
}
- public void reComputeErrorAround() {
- reComputeError();
- if (nearest_in_other_mesh != null) nearest_in_other_mesh.reComputeError();
- for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next)
- e.p2.reComputeError();
- }
- public void reComputeError() {
- unComputeError();
- computeError();
- }
- public void unComputeError() {
- score -= oldscore;
- oldscore = 0;
- }
- public HasQuadric nearest() { return score_against.vertices.nearest(p, this); }
public void computeError() {
- oldscore =
+ float nerror =
quadric_count != 0
? (quadric.preAndPostMultiply(p) * 100) / quadric_count
- : immutableVertices
- ? oldscore
: nearest_in_other_mesh != null
? nearest_in_other_mesh.fundamentalQuadric().preAndPostMultiply(p) * 100 * 10
- : score_against != null
+ : error_against != null
? nearest().fundamentalQuadric().preAndPostMultiply(p) * 100 * 10
: 0;
for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next) {
double ang = Math.abs(e.crossAngle());
if (ang > Math.PI) throw new Error();
float minangle = (float)(Math.PI * 0.8);
- if (ang > minangle)
- oldscore += (ang - minangle);
+ if (ang > minangle) nerror += (ang - minangle);
}
- score += oldscore;
+ setError(nerror);
}
private void removeTrianglesFromRTree() {
if (!ignorecollision && good) triangles.range(oldp, this.p, (Visitor<T>)this);
- reComputeErrorAround();
return good;
}
+ public void reComputeErrorAround() {
+ reComputeError();
+ if (nearest_in_other_mesh != null) nearest_in_other_mesh.reComputeError();
+ for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next)
+ e.p2.reComputeError();
+ }
+
public boolean visit(Object o) {
if (o instanceof T) {
T t = (T)o;
return true;
}
}
- private boolean good;
public boolean move(Vec v) {
Matrix m = Matrix.translate(v);
- Vertex p = this;
+
boolean good = true;
- do {
+ for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
good &= p.transform(m);
- p = p.bound_to;
- } while (p != this);
+
+ if (good) {
+ for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
+ p.reComputeErrorAround();
+ } else {
+ for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
+ p.transform(Matrix.translate(v.times(-1)));
+ }
return good;
}
return null;
}
+ private void glNormal(GL gl) {
+ Vec norm = norm();
+ gl.glNormal3f(norm.x, norm.y, norm.z);
+ }
public Vec norm() {
Vec norm = new Vec(0, 0, 0);
for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next)
public boolean intersects(T t) { return t.intersects(p1.p, p2.p); }
public float comparator() {
- Vertex nearest = score_against.nearest(midpoint());
+ Vertex nearest = error_against.nearest(midpoint());
return (float)Math.max(length(), midpoint().distance(nearest.p));
}
public int compareTo(E e) {