checkpoint
[anneal.git] / src / edu / berkeley / qfat / Mesh.java
index 774efa3..f4f0837 100644 (file)
@@ -65,13 +65,13 @@ public class Mesh implements Iterable<Mesh.T> {
         }
     }
 
-    public void unscoreAll() {
+    public void unApplyQuadricToNeighborAll() {
         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();
+                p.unApplyQuadricToNeighbor();
             }
     }
     public void recomputeAllFundamentalQuadrics() {
@@ -83,7 +83,7 @@ public class Mesh implements Iterable<Mesh.T> {
                 p.recomputeFundamentalQuadric();
             }
     }
-    public float rescoreAll() {
+    public float applyQuadricToNeighborAll() {
         int num = 0;
         double dist = 0;
         HashSet<Vert> done = new HashSet<Vert>();
@@ -91,7 +91,7 @@ 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.applyQuadricToNeighbor();
                 
             }
         return (float)(dist/num);
@@ -135,6 +135,7 @@ public class Mesh implements Iterable<Mesh.T> {
         }
     }
 
+    public void rebuildPointSet() { pointset.rebuild(); }
     public Vec diagonal() { return pointset.diagonal(); }
     public Point centroid() { return pointset.centroid(); }
     public Vert nearest(Point p) { return pointset.nearest(p); }
@@ -153,6 +154,7 @@ public class Mesh implements Iterable<Mesh.T> {
         Vert bound_to = this;
         Matrix binding = new Matrix();
         float oldscore = 0;
+        boolean quadricStale = false;
 
         public Matrix errorQuadric() { return quadric; }
         public Point getPoint() { return p; }
@@ -171,7 +173,9 @@ public class Mesh implements Iterable<Mesh.T> {
         }
 
         public void recomputeFundamentalQuadric() {
-            unscore();
+            if (!quadricStale && fundamentalQuadric != null) return;
+            quadricStale = false;
+            unApplyQuadricToNeighbor();
             Matrix m = Matrix.ZERO;
             E e = this.e;
             do {
@@ -180,55 +184,60 @@ public class Mesh implements Iterable<Mesh.T> {
                 e = e.pair.next;
             } while(e != this.e);
             fundamentalQuadric = m;
-            rescore();
+            applyQuadricToNeighbor();
         }
 
-        public void unscore() {
+        public void unApplyQuadricToNeighbor() {
             if (nearest_in_other_mesh == null) return;
             if (fundamentalQuadric == null) return;
-            nearest_in_other_mesh.unsc();
+            nearest_in_other_mesh.unComputeError();
             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.computeError();
             nearest_in_other_mesh = null;
         }
 
-        public void unsc() {
-            score -= oldscore;
-            oldscore = 0;
-        }
-        public void rescore() {
+        public void applyQuadricToNeighbor() {
             if (score_against == null) return;
 
-            unsc();
+            Vert new_nearest = score_against.nearest(p);
+            if (nearest_in_other_mesh != null && new_nearest == nearest_in_other_mesh) return;
 
-            if (nearest_in_other_mesh != null) unscore();
-            if (nearest_in_other_mesh == null) {
-                nearest_in_other_mesh = score_against.nearest(p);
+            if (nearest_in_other_mesh != null) unApplyQuadricToNeighbor();
+            if (nearest_in_other_mesh != null) throw new Error();
 
-                // don't attract to vertices that face the other way
-                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();
-                }
+            nearest_in_other_mesh = new_nearest;
+                
+            // don't attract to vertices that face the other way
+            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.unComputeError();
+                nearest_in_other_mesh.quadric = nearest_in_other_mesh.quadric.plus(fundamentalQuadric());
+                nearest_in_other_mesh.quadric_count++;
+                nearest_in_other_mesh.computeError();
             }
+            reComputeError();
+        }
 
-            resc();
+        public void reComputeError() {
+            unComputeError();
+            computeError();
+        }
+        public void unComputeError() {
+            score -= oldscore;
+            oldscore = 0;
         }
-        public void resc() {
+        public void computeError() {
             oldscore = quadric_count == 0 ? 0 : (quadric.preAndPostMultiply(p) / quadric_count);
             score += oldscore;
         }
 
         /** does NOT update bound pairs! */
         public boolean transform(Matrix m) {
-            unscore();
+            unApplyQuadricToNeighbor();
             try {
                 if (pointset.get(this.p)==null) throw new Error();
                 pointset.remove(this);
@@ -240,9 +249,16 @@ public class Mesh implements Iterable<Mesh.T> {
             } catch (Exception e) {
                 throw new RuntimeException(e);
             }
-            rescore();
+            applyQuadricToNeighbor();
 
             // should recompute fundamental quadrics of all vertices sharing a face, but we defer...
+            E e = this.e;
+            do {
+                e.p2.quadricStale = true;
+                e = e.pair.next;
+            } while(e != this.e);
+
+
             // FIXME: intersection test needed?
             return true;
         }