public Mesh.Vert[] points;
- public boolean tileon = false;
+ public boolean tileon = true;
public boolean tilemeshon = false;
- public boolean goalon = true;
- public boolean anneal = false;
+ public boolean goalon = false;
+ public boolean anneal = true;
- public boolean breaks = false;
+ public int breaks = 0;
boolean alt = false;
boolean shift = false;
boolean control = false;
case KeyEvent.VK_CONTROL: control = true; break;
case KeyEvent.VK_ALT: alt = true; break;
case KeyEvent.VK_SHIFT: shift = true; break;
- case KeyEvent.VK_SPACE: breaks = true; break;
+ case KeyEvent.VK_SPACE: breaks++; break;
case KeyEvent.VK_D: dump(); break;
case KeyEvent.VK_A: anneal = !anneal; break;
case KeyEvent.VK_T: tileon = !tileon; break;
gl.glBegin(GL.GL_TRIANGLES);
if (tileon)
- draw(gl, true, tile);
+ draw(gl, true, safeTriangles);
if (tilemeshon)
- draw(gl, false, tile);
+ draw(gl, false, safeTriangles);
gl.glEnd();
//draw(gl, false, tile);
gl.glEnable (GL.GL_LIGHTING);
}
- private void draw(GL gl, boolean triangles, Mesh mesh) {
+ protected HashSet<Mesh.T> safeTriangles = new HashSet<Mesh.T>();
+
+ private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris) {
float red = 0.0f;
float green = 0.0f;
float blue = 0.0f;
- for(Mesh.T t : mesh) {
+ for(Mesh.T t : tris) {
if (red < 0.15) red = 1.0f;
if (green < 0.15) green = 1.0f;
if (blue < 0.15) blue = 1.0f;