- public void applyQuadricToNeighbor() {
- if (score_against == null) return;
-
- Vertex new_nearest = score_against.nearest(p);
- 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;
-
- // don't attract to vertices that face the other way
-
- if (((Vertex)nearest_in_other_mesh).e == null || ((Vertex)nearest_in_other_mesh).norm().dot(norm()) < 0) {
- nearest_in_other_mesh = null;
- } else {
-
- 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 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.nearest(p); }