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
else if (nearest_in_other_mesh == null) {
if (score_against != null) {
Vert ne = score_against.nearest(p);
- oldscore = ne.fundamentalQuadric().preAndPostMultiply(p) * 100 * 10;
+ oldscore = ne.fundamentalQuadric().preAndPostMultiply(p) * 100 * 100;
} else {
oldscore = 0;
}
} else {
- oldscore = nearest_in_other_mesh.fundamentalQuadric().preAndPostMultiply(p) * 100 * 10;
+ oldscore = nearest_in_other_mesh.fundamentalQuadric().preAndPostMultiply(p) * 100 * 100;
}
} else {
- oldscore = (quadric.preAndPostMultiply(p) * 100) /*/ quadric_count*/;
+ oldscore = (quadric.preAndPostMultiply(p) * 100);
}
oldscore = oldscore;
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();
/*
aspects += e.t.aspect()*e.t.aspect();
}
*/
- /*
- float minangle = (float)(Math.PI * 0.8);
+
+ float minangle = (float)(Math.PI * 0.9);
if (ang > minangle)
oldscore += (ang - minangle);
- */
+
e = e.pair.next;
} while (e != this.e);
if (numaspects > 0) oldscore += (aspects / numaspects);
// FIXME: intersection test needed?
boolean good = true;
- /*
+
+ if (!ignorecollision)
for(T t : Mesh.this) {
if (!good) break;
e = this.e;
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;
}
boolean shattered = false;
public float comparator() {
- if (t==null) return length();
+ 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 length() + midpoint().distance(nearest.p);
}
public int compareTo(E e) {
return e.comparator() > comparator() ? 1 : -1;
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);
}
}
public boolean tilemesh = false;
+ public boolean ignorecollision = false;
}