public static final Random random = new Random();
private PointSet<Vert> pointset = new PointSet<Vert>();
-
+ public int size() { return pointset.size(); }
public Iterable<Vert> vertices() { return pointset; }
public Iterable<E> edges() {
}
public Iterator<T> iterator() {
+ /*
for(Vert v : pointset)
if (v.e != null && v.e.t != null)
return new FaceIterator(v);
return new FaceIterator();
+ */
+ return ts.iterator();
}
+ public HashSet<T> ts = new HashSet<T>();
public Mesh score_against = null;
public double score = 0;
public Vert nearest(Point p) { return pointset.nearest(p); }
public final class Vert extends HasPoint {
+ public String toString() { return p.toString(); }
public Point p;
E e; // some edge *leaving* this point
unApplyQuadricToNeighbor();
Matrix m = Matrix.ZERO;
E e = this.e;
+ int count = 0;
do {
T t = e.t;
m = m.plus(t.norm().fundamentalQuadric(t.centroid()));
+ count++;
e = e.pair.next;
} while(e != this.e);
- fundamentalQuadric = m;
+ fundamentalQuadric = m.times(1/(float)count);
applyQuadricToNeighbor();
}
reComputeError();
}
+ public void reComputeErrorAround() {
+ reComputeError();
+ if (nearest_in_other_mesh != null) nearest_in_other_mesh.reComputeError();
+ E e = this.e;
+ do {
+ e.p2.reComputeError();
+ e = e.pair.next;
+ } while (e != this.e);
+ }
public void reComputeError() {
unComputeError();
computeError();
oldscore = 0;
}
public void computeError() {
- oldscore = quadric_count == 0 ? 0 : ((quadric.preAndPostMultiply(p) * 100) / quadric_count);
- double ang = Math.abs(e.crossAngle());
- if (ang < Math.PI * 0.2)
- oldscore += ((Math.PI*0.2) - ang) * 10;
+ if (quadric_count == 0) {
+ if (!tilemesh) {
+ }
+ else if (nearest_in_other_mesh == null) {
+ if (score_against != null) {
+ Vert ne = score_against.nearest(p);
+ oldscore = ne.fundamentalQuadric().preAndPostMultiply(p) * 100 * 10;
+ } else {
+ oldscore = 0;
+ }
+ } else {
+ oldscore = nearest_in_other_mesh.fundamentalQuadric().preAndPostMultiply(p) * 100 * 10;
+ }
+ } else {
+ oldscore = (quadric.preAndPostMultiply(p) * 100) / quadric_count;
+ }
+
+ oldscore = oldscore;
+
+ int numaspects = 0;
+ float aspects = 0;
+ E e = this.e;
+ do {
+ //double ang = Math.abs(e.crossAngle());
+ double ang = Math.abs(e.crossAngle());
+ if (ang > Math.PI) throw new Error();
+ /*
+ if (e.t != null) {
+ numaspects++;
+ aspects += e.t.aspect()*e.t.aspect();
+ }
+ */
+
+ float minangle = (float)(Math.PI * 0.8);
+ if (ang > minangle)
+ oldscore += (ang - minangle);
+
+ e = e.pair.next;
+ } while (e != this.e);
+ if (numaspects > 0) oldscore += (aspects / numaspects);
+
//System.out.println(oldscore);
+ //oldscore = oldscore*oldscore;
score += oldscore;
}
}
applyQuadricToNeighbor();
+ // FIXME: intersection test needed?
+ boolean good = true;
+
// should recompute fundamental quadrics of all vertices sharing a face, but we defer...
E e = this.e;
do {
+ /*
+ if (Math.abs(e.crossAngle()) > (Math.PI * 0.9) ||
+ Math.abs(e.next.crossAngle()) > (Math.PI * 0.9)) {
+ good = false;
+ }
+ if (e.t.aspect() < 0.1) {
+ good = false;
+ }
+ */
e.p2.quadricStale = true;
e = e.pair.next;
} while(e != this.e);
- // FIXME: intersection test needed?
- boolean good = true;
- /*
+ if (!ignorecollision)
for(T t : Mesh.this) {
if (!good) break;
e = this.e;
do {
if (!t.has(e.p1) && !t.has(e.p2) && e.intersects(t)) { good = false; break; }
if (e.t != null) {
- if (!e.t.has(t.e1().p1) && !e.t.has(t.e1().p2) && t.e1().intersects(e.t)) { good = false; break; }
- if (!e.t.has(t.e2().p1) && !e.t.has(t.e2().p2) && t.e2().intersects(e.t)) { good = false; break; }
- if (!e.t.has(t.e3().p1) && !e.t.has(t.e3().p2) && t.e3().intersects(e.t)) { good = false; break; }
+ //if (!e.t.has(t.e1().p1) && !e.t.has(t.e1().p2) && t.e1().intersects(e.t)) { good = false; break; }
+ //if (!e.t.has(t.e2().p1) && !e.t.has(t.e2().p2) && t.e2().intersects(e.t)) { good = false; break; }
+ //if (!e.t.has(t.e3().p1) && !e.t.has(t.e3().p2) && t.e3().intersects(e.t)) { good = false; break; }
}
e = e.pair.next;
} while(e != this.e);
}
-*/
+
+ reComputeErrorAround();
return good;
}
E ret = getFreeIncident(e, e);
if (ret != null) return ret;
ret = getFreeIncident(e.pair.next, e.pair.next);
- if (ret == null) throw new Error("unable to find free incident to " + this);
+ if (ret == null) {
+ E ex = e;
+ do {
+ System.out.println(ex + " " + ex.t);
+ ex = ex.pair.next;
+ } while (ex != e);
+ throw new Error("unable to find free incident to " + this);
+ }
return ret;
}
public BindingGroup bind_to = bind_peers.other();
boolean shattered = false;
- public int compareTo(E e) { return e.length() > length() ? 1 : -1; }
+ public float comparator() {
+ Vert nearest = score_against.nearest(midpoint());
+ //if (t==null) return length();
+ /*
+ double ang = Math.abs(crossAngle());
+ float minangle = (float)(Math.PI * 0.9);
+ if (ang > minangle)
+ return 300;
+ */
+ /*
+ if ((length() * length()) / t.area() > 10)
+ return (float)(length()*Math.sqrt(t.area()));
+ return length()*t.area();
+ */
+ return (float)Math.max(length(), midpoint().distance(nearest.p));
+ //return length();
+ }
+ public int compareTo(E e) {
+ return e.comparator() > comparator() ? 1 : -1;
+ }
public void bindEdge(E e) { bind_to.add(e); }
public void dobind() { bind_to.dobind(this); }
if (destroyed) return;
destroyed = true;
pair.destroyed = true;
+
+ if (t != null) t.destroy();
+ t = null;
+
+ if (pair.t != null) pair.t.destroy();
+ pair.t = null;
+
if (next.t != null) next.t.destroy();
if (prev.t != null) prev.t.destroy();
next.t = null;
prev.t = null;
+
+ if (pair.next.t != null) pair.next.t.destroy();
+ if (pair.prev.t != null) pair.next.t.destroy();
pair.next.t = null;
pair.prev.t = null;
+
this.bind_to = null;
pair.bind_to = null;
this.bind_peers = null;
public final int colorclass;
public void destroy() {
+ ts.remove(this);
}
T(E e1, int colorclass) {
}
this.color = color;
this.colorclass = colorclass;
+ ts.add(this);
}
public E e1() { return e1; }
public E e2() { return e1.next; }
public boolean has(Vert v) { return v1()==v || v2()==v || v3()==v; }
public void glVertices(GL gl) {
+
if (e1().bind_to.set.size() == 0) return;
if (e2().bind_to.set.size() == 0) return;
if (e3().bind_to.set.size() == 0) return;
+
norm().glNormal(gl);
p1().glVertex(gl);
p2().glVertex(gl);
p3().glVertex(gl);
}
}
-
+ public boolean tilemesh = false;
+ public boolean ignorecollision = false;
}