+ 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 */
+ int quadric_count;
+ /** the total error quadric (contributions from all vertices in other mesh for which this is nearest) */
+ Matrix quadric = Matrix.ZERO;
+
+ Matrix binding = new Matrix();
+ float oldscore = 0;
+ boolean inserted = false;
+
+ public Matrix errorQuadric() { return quadric; }
+
+ private Matrix fundamentalQuadric = null;
+ public Matrix fundamentalQuadric() {
+ if (fundamentalQuadric == null) recomputeFundamentalQuadric();
+ return fundamentalQuadric;
+ }
+