public void computeError() {
if (error_against==null) return;
float nerror =
- quadric_count != 0
- ? (quadric.preAndPostMultiply(p) * 100)/quadric_count
- : nearest_in_other_mesh != null
- ? nearest_in_other_mesh.fundamentalQuadric().preAndPostMultiply(p) * 100
- : nearest().fundamentalQuadric().preAndPostMultiply(p) * 100;
+ nearest_in_other_mesh != null
+ ? nearest_in_other_mesh.fundamentalQuadric().preAndPostMultiply(p)
+ : nearest().fundamentalQuadric().preAndPostMultiply(p);
+ if (quadric_count != 0)
+ nerror = (/*nerror +*/ quadric.preAndPostMultiply(p))/(quadric_count/*+1*/);
+ /*
for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next) {
- double ang = Math.abs(e.crossAngle());
+ double ang = Math.abs(e.dihedralAngle());
if (ang > Math.PI) throw new Error();
float minangle = (float)(Math.PI * 0.8);
if (ang > minangle) nerror += (ang - minangle);
- /*
if (e.t.aspect() < 0.2) {
nerror += (0.2-e.t.aspect()) * 300;
}
- */
}
+ */
setError(nerror);
}
+ public boolean move(Matrix m, boolean ignoreProblems) {
+ boolean good = true;
+ for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
+ good &= p.transform(m.times(p.p), ignoreProblems);
+ for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
+ if (good || ignoreProblems) p.reComputeErrorAround();
+ else p.transform(p.oldp, true);
+ return good;
+ }
+
/** does NOT update bound pairs! */
private boolean transform(Point newp, boolean ignoreProblems) {
this.oldp = this.p;
public void checkLegality() {
/*
for(E e = this.e; e!=null; e=e.pair.next==this.e?null:e.pair.next) {
- if (Math.abs(e.crossAngle()) > (Math.PI * 0.9) ||
- Math.abs(e.next.crossAngle()) > (Math.PI * 0.9)) illegal = true;
+ if (Math.abs(e.dihedralAngle()) > (Math.PI * 0.9) ||
+ Math.abs(e.next.dihedralAngle()) > (Math.PI * 0.9)) illegal = true;
if (e.t.aspect() < 0.1) illegal = true;
}
*/
return !illegal;
}
- public boolean move(Matrix m, boolean ignoreProblems) {
- boolean good = true;
- for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
- good &= p.transform(m.times(p.p), ignoreProblems);
- for(Vertex p = this; p != null; p = (p.bound_to==this)?null:p.bound_to)
- if (good || ignoreProblems) p.reComputeErrorAround();
- else p.transform(p.oldp, true);
- return good;
- }
-
public E getFreeIncident() {
E ret = getFreeIncident(e, e);
if (ret != null) return ret;
boolean shattered = false;
public boolean intersects(T t) { return t.intersects(p1.p, p2.p); }
- public float comparator() {
- /*
+
+ public float stretchRatio() {
Vertex nearest = error_against.nearest(midpoint());
- //return (float)Math.max(length(), midpoint().distance(nearest.p));
- //return length();
float nearest_distance = midpoint().distance(nearest.p);
float other_distance =
(p1.p.distance(error_against.nearest(p1.p).p)+
p2.p.distance(error_against.nearest(p2.p).p))/2;
return nearest_distance/other_distance;
- */
+ }
+ public float comparator() {
+
+
return length();
//return t==null?0:(1/t.aspect());
}
public T makeT(int colorclass) { return t==null ? (t = new T(this, colorclass)) : t; }
- public double crossAngle() {
+ public double dihedralAngle() {
Vec v1 = t.norm().times(-1);
Vec v2 = pair.t.norm().times(-1);
return Math.acos(v1.norm().dot(v2.norm()));
/** issue gl.glVertex() for each of the triangle's points */
public void glVertices(GL gl) {
+ if (!shouldBeDrawn()) return;
norm().glNormal(gl);
Point p1 = v1().oldp;
Point p2 = v2().oldp;