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();
- }
+ if (e.t != null) {
+ numaspects++;
+ aspects += e.t.aspect()*e.t.aspect();
+ }
*/
float minangle = (float)(Math.PI * 0.8);
/** does NOT update bound pairs! */
public boolean transform(Matrix m) {
if (immutableVertices) throw new Error();
+
unApplyQuadricToNeighbor();
Point oldp = this.p;
- try {
- if (vertices.get(this.p)==null) throw new Error();
- vertices.remove(this);
- removeTrianglesFromRTree();
- float newx = m.a*p.x + m.b*p.y + m.c*p.z + m.d;
- float newy = m.e*p.x + m.f*p.y + m.g*p.z + m.h;
- float newz = m.i*p.x + m.j*p.y + m.k*p.z + m.l;
- this.p = new Point(newx, newy, newz);
- addTrianglesToRTree();
- vertices.add(this);
- } catch (Exception e) {
- throw new RuntimeException(e);
- }
+
+ if (vertices.get(this.p)==null) throw new Error();
+ vertices.remove(this);
+ removeTrianglesFromRTree();
+ float newx = m.a*p.x + m.b*p.y + m.c*p.z + m.d;
+ float newy = m.e*p.x + m.f*p.y + m.g*p.z + m.h;
+ float newz = m.i*p.x + m.j*p.y + m.k*p.z + m.l;
+ this.p = new Point(newx, newy, newz);
+ addTrianglesToRTree();
+ vertices.add(this);
+
applyQuadricToNeighbor();
- // FIXME: intersection test needed?
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;
- }
- */
+ 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;
+ // should recompute fundamental quadrics of all vertices sharing a face, but we defer...
e.p2.quadricStale = true;
e = e.pair.next;
} while(e != this.e);
- if (!ignorecollision && good) triangles.range(new Segment(oldp, this.p), this);
-
-
+ if (!ignorecollision && good) triangles.range(oldp, this.p, (Visitor<T>)this);
reComputeErrorAround();
return good;
}
- public void visit(T t) {
- if (!good) return;
- E e = Vertex.this.e;
- do {
- if (!t.has(e.p1) && !t.has(e.p2) && e.intersects(t)) { good = false; }
- if (e.t != null) {
- if (!e.t.has(t.e1().p1) && !e.t.has(t.e1().p2) && t.e1().intersects(e.t)) { good = false; }
- if (!e.t.has(t.e2().p1) && !e.t.has(t.e2().p2) && t.e2().intersects(e.t)) { good = false; }
- if (!e.t.has(t.e3().p1) && !e.t.has(t.e3().p2) && t.e3().intersects(e.t)) { good = false; }
- }
- e = e.pair.next;
- } while(e != Vertex.this.e);
- }
+ public void visit(T t) {
+ if (!good) return;
+ E e = Vertex.this.e;
+ do {
+ if (!t.has(e.p1) && !t.has(e.p2) && e.intersects(t)) { good = false; }
+ if (e.t != null) {
+ if (!e.t.has(t.e1().p1) && !e.t.has(t.e1().p2) && t.e1().intersects(e.t)) { good = false; }
+ if (!e.t.has(t.e2().p1) && !e.t.has(t.e2().p2) && t.e2().intersects(e.t)) { good = false; }
+ if (!e.t.has(t.e3().p1) && !e.t.has(t.e3().p2) && t.e3().intersects(e.t)) { good = false; }
+ }
+ e = e.pair.next;
+ } while(e != Vertex.this.e);
+ }
private boolean good;
public boolean move(Vec v) {
Vertex 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;
+ 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();
+ 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();