checkpoint
[anneal.git] / src / edu / berkeley / qfat / Mesh.java
index e66c814..774efa3 100644 (file)
@@ -50,15 +50,14 @@ public class Mesh implements Iterable<Mesh.T> {
     public int numedges = 0;
     public float avgedge = 0;
 
-    public void unbind() {
+    public void rebindPoints() {
+        // unbind all points
         for(Mesh.T t : this) {
             t.v1().unbind();
             t.v2().unbind();
             t.v3().unbind();
         }
-    }
-
-    public void bind() {
+        // ask edges to re-implement their bindings
         for(Mesh.T t : this) {
             t.e1().dobind();
             t.e2().dobind();
@@ -66,7 +65,25 @@ public class Mesh implements Iterable<Mesh.T> {
         }
     }
 
-    public float rescore() {
+    public void unscoreAll() {
+        HashSet<Vert> done = new HashSet<Vert>();
+        for(T t : this)
+            for(Vert p : new Vert[] { t.v1(), t.v2(), t.v3() }) {
+                if (done.contains(p)) continue;
+                done.add(p);
+                p.unscore();
+            }
+    }
+    public void recomputeAllFundamentalQuadrics() {
+        HashSet<Vert> done = new HashSet<Vert>();
+        for(T t : this)
+            for(Vert p : new Vert[] { t.v1(), t.v2(), t.v3() }) {
+                if (done.contains(p)) continue;
+                done.add(p);
+                p.recomputeFundamentalQuadric();
+            }
+    }
+    public float rescoreAll() {
         int num = 0;
         double dist = 0;
         HashSet<Vert> done = new HashSet<Vert>();
@@ -74,8 +91,8 @@ public class Mesh implements Iterable<Mesh.T> {
             for(Vert p : new Vert[] { t.v1(), t.v2(), t.v3() }) {
                 if (done.contains(p)) continue;
                 done.add(p);
-                //p.rescore();
-                p.recomputeFundamentalQuadric();
+                p.rescore();
+                
             }
         return (float)(dist/num);
     }
@@ -126,8 +143,6 @@ public class Mesh implements Iterable<Mesh.T> {
         public Point p;
         E e;                // some edge *leaving* this point
 
-        Vert bound_to = this;
-
         /** the nearest vertex in the "score_against" mesh */
         Vert   nearest_in_other_mesh;
         /** the number of vertices in the other mesh for which this is the nearest_in_other_mesh */
@@ -135,11 +150,13 @@ public class Mesh implements Iterable<Mesh.T> {
         /** the total error quadric (contributions from all vertices in other mesh for which this is nearest) */
         Matrix quadric = Matrix.ZERO;
 
+        Vert bound_to = this;
         Matrix binding = new Matrix();
         float oldscore = 0;
-        boolean inserted = false;
 
         public Matrix errorQuadric() { return quadric; }
+        public Point getPoint() { return p; }
+        public float score() { return oldscore; }
 
         private Matrix fundamentalQuadric = null;
         public Matrix fundamentalQuadric() {
@@ -147,13 +164,11 @@ public class Mesh implements Iterable<Mesh.T> {
             return fundamentalQuadric;
         }
 
-        public Point getPoint() { return p; }
         private Vert(Point p) {
             this.p = p;
             if (pointset.get(p) != null) throw new Error();
             pointset.add(this);
         }
-        public float score() { return oldscore; }
 
         public void recomputeFundamentalQuadric() {
             unscore();
@@ -171,18 +186,23 @@ public class Mesh implements Iterable<Mesh.T> {
         public void unscore() {
             if (nearest_in_other_mesh == null) return;
             if (fundamentalQuadric == null) return;
+            nearest_in_other_mesh.unsc();
             nearest_in_other_mesh.quadric = nearest_in_other_mesh.quadric.minus(fundamentalQuadric);
             nearest_in_other_mesh.quadric_count--;
             if (nearest_in_other_mesh.quadric_count==0)
                 nearest_in_other_mesh.quadric = Matrix.ZERO;
+            nearest_in_other_mesh.resc();
             nearest_in_other_mesh = null;
         }
 
+        public void unsc() {
+            score -= oldscore;
+            oldscore = 0;
+        }
         public void rescore() {
             if (score_against == null) return;
 
-            score -= oldscore;
-            oldscore = 0;
+            unsc();
 
             if (nearest_in_other_mesh != null) unscore();
             if (nearest_in_other_mesh == null) {
@@ -192,20 +212,17 @@ public class Mesh implements Iterable<Mesh.T> {
                 if (nearest_in_other_mesh.e == null || nearest_in_other_mesh.norm().dot(norm()) < 0) {
                     nearest_in_other_mesh = null;
                 } else {
+                    nearest_in_other_mesh.unsc();
                     nearest_in_other_mesh.quadric = nearest_in_other_mesh.quadric.plus(fundamentalQuadric());
                     nearest_in_other_mesh.quadric_count++;
+                    nearest_in_other_mesh.resc();
                 }
             }
 
-            /*
-            double s1, s2;
-            if (quadric_count==0) s1 = 0;
-            else                  s1 = p.distance(quadric_x/quadric_count, quadric_y/quadric_count, quadric_z/quadric_count);
-            s2 = quadric==null ? 0 : po.p.distance(quadric.p);
-            oldscore = (float)(s1 + s2);
-            */
-            oldscore = quadric.preAndPostMultiply(p);
-
+            resc();
+        }
+        public void resc() {
+            oldscore = quadric_count == 0 ? 0 : (quadric.preAndPostMultiply(p) / quadric_count);
             score += oldscore;
         }
 
@@ -223,42 +240,19 @@ public class Mesh implements Iterable<Mesh.T> {
             } catch (Exception e) {
                 throw new RuntimeException(e);
             }
-            fundamentalQuadric = fundamentalQuadric();
             rescore();
 
-            // recompute fundamental quadrics of all vertices sharing a face
-            /*
-            E e = this.e;
-            do {
-                e.p2.recomputeFundamentalQuadric();
-                e = e.pair.next;
-            } while(e != this.e);
-            */
-            
-            boolean good = true;
-            /*
-            for(T t : this) {
-                for(E e = this.e; ;) {
-                    if (e.intersects(t)) { good = false; break; }
-                    e = e.pair.next;
-                    if (e == this.e) break;
-                }
-            }
-            */
-            /*
-                if (t==this.t) continue;
-                if (this.intersects(t)) good = false;
-            }
-            */
-            return good;
+            // should recompute fundamental quadrics of all vertices sharing a face, but we defer...
+            // FIXME: intersection test needed?
+            return true;
         }
+
         public boolean move(Vec v) {
             Matrix m = new Matrix(v);
             Vert p = this;
             boolean good = true;
             do {
                 good &= p.transform(m);
-                v = v.times(binding); // bleh wrong
                 p = p.bound_to;
             } while (p != this);
             return good;
@@ -296,6 +290,16 @@ public class Mesh implements Iterable<Mesh.T> {
             return null;
         }
 
+        public Vec norm() {
+            Vec norm = new Vec(0, 0, 0);
+            E e = this.e;
+            do {
+                if (e.t != null) norm = norm.plus(e.t.norm().times((float)e.prev.angle()));
+                e = e.pair.next;
+            } while(e != this.e);
+            return norm.norm();
+        }
+
         public boolean isBoundTo(Vert p) {
             Vert px = p;
             do {
@@ -304,7 +308,6 @@ public class Mesh implements Iterable<Mesh.T> {
             } while(px != p);
             return false;
         }
-
         public void unbind() { bound_to = this; binding = new Matrix(); }
         public void bind(Vert p) { bind(p, new Matrix()); }
         public void bind(Vert p, Matrix binding) {
@@ -316,15 +319,6 @@ public class Mesh implements Iterable<Mesh.T> {
             this.bound_to = temp_bound_to;
             this.binding = temp_binding.times(temp_binding); // FIXME: may have order wrong here
         }
-        public Vec norm() {
-            Vec norm = new Vec(0, 0, 0);
-            E e = this.e;
-            do {
-                if (e.t != null) norm = norm.plus(e.t.norm().times((float)e.prev.angle()));
-                e = e.pair.next;
-            } while(e != this.e);
-            return norm.norm();
-        }
     }
 
     /** [UNIQUE] an edge */