gl.glNormal3f(norm.x, norm.y, norm.z);
}
+ public void recomputeFundamentalQuadricIfNeighborChanged() {
+ Vertex oldv = nearest_in_other_mesh;
+ Vertex newv = score_against.nearest(p);
+ if (oldv==newv) return;
+ recomputeFundamentalQuadric();
+ if (oldv!=null) oldv.recomputeFundamentalQuadricIfNeighborChanged();
+ //if (newv!=null) newv.recomputeFundamentalQuadricIfNeighborChanged();
+ }
public void recomputeFundamentalQuadric() {
- if (!quadricStale && fundamentalQuadric != null) return;
- quadricStale = false;
unApplyQuadricToNeighbor();
- 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()));
- count++;
+ if (quadricStale || fundamentalQuadric==null) {
+ 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()));
+ count++;
+ }
+ quadricStale = false;
+ fundamentalQuadric = m.times(1/(float)count);
}
- fundamentalQuadric = m.times(1/(float)count);
applyQuadricToNeighbor();
}