public class MeshViewer implements GLEventListener, MouseListener, MouseMotionListener, KeyListener, MouseWheelListener {
- public Mesh tile = new Mesh();
- public Mesh goal = new Mesh();
+ public Mesh tile = new Mesh(false);
+ public Mesh goal = new Mesh(false);
public Matrix[] translations;
- public Mesh.Vert[] points;
+ public Mesh.Vertex[] points;
- public boolean tileon = false;
+ public boolean tileon = true;
public boolean tilemeshon = false;
- public boolean goalon = true;
+ public boolean goalon = false;
public boolean anneal = false;
- 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;
Vec normal = t.norm();
pw.println("facet normal " + normal.x + " " + normal.y + " " + normal.z);
pw.println(" outer loop");
- for(Mesh.Vert v : new Mesh.Vert[] { t.v1(), t.v2(), t.v3() }) {
+ for(Mesh.Vertex v : new Mesh.Vertex[] { t.v1(), t.v2(), t.v3() }) {
pw.println(" vertex " + v.p.x + " " + v.p.y + " " + v.p.z);
}
pw.println(" endloop");
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);
for(Matrix m : translations) {
//if (v1.z==0 && v1.y==0) continue;
i++;
- //if (i != 7 && i!=4) continue;
+ /*
Point p = new Point(0, 0, 0).times(m);
Vec v = new Vec(p.x, p.y, p.z);
v = v.times((float)1.04);
gl.glTranslatef(v.x, v.y, v.z);
- //draw(gl, false, tile);
+ */
+ draw(gl, false, safeTriangles, m);
+ /*
gl.glTranslatef(-v.x, -v.y, -v.z);
+ */
}
//gl.glEnable(GL.GL_DEPTH_TEST);
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) { draw(gl, triangles, tris, Matrix.ONE); }
+ private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris, Matrix m) {
float red = 0.0f;
float green = 0.0f;
float blue = 0.0f;
- for(Mesh.T t : mesh) {
+ synchronized(safeTriangles) {
+ 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;
green -= .12f;
blue -= .15f;
- if (triangles) switch(t.colorclass) {
+ if (triangles) switch(t.color/*class*/) {
case 0: gl.glColor4f((float)0.25, (float)0.25, (float)0.75, (float)0.3); break;
case 1: gl.glColor4f((float)0.25, (float)0.75, (float)0.25, (float)0.3); break;
case 2: gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3); break;
case 5: gl.glColor4f((float)0.25, (float)0.75, (float)0.75, (float)0.3); break;
case 6: gl.glColor4f((float)0.75, (float)0.25, (float)0.75, (float)0.3); break;
}
- gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3);
+ //gl.glColor4f((float)0.75, (float)0.25, (float)0.25, (float)0.3);
//gl.glBegin(GL.GL_LINES);
if (triangles) {
gl.glDisable(GL.GL_LIGHTING);
gl.glBegin(GL.GL_LINES);
gl.glColor3f(1, 1, 1);
- t.e1().p1.p.glVertex(gl);
- t.e1().p2.p.glVertex(gl);
- t.e2().p1.p.glVertex(gl);
- t.e2().p2.p.glVertex(gl);
- t.e3().p1.p.glVertex(gl);
- t.e3().p2.p.glVertex(gl);
+ m.times(t.e1().p1.p).glVertex(gl);
+ m.times(t.e1().p2.p).glVertex(gl);
+ m.times(t.e2().p1.p).glVertex(gl);
+ m.times(t.e2().p2.p).glVertex(gl);
+ m.times(t.e3().p1.p).glVertex(gl);
+ m.times(t.e3().p2.p).glVertex(gl);
gl.glEnd();
gl.glEnable(GL.GL_LIGHTING);
*/
/*
if (mesh==goal)
- for(Mesh.Vert p : new Mesh.Vert[] { t.v1(), t.v2(), t.v3() }) {
+ for(Mesh.Vertex p : new Mesh.Vertex[] { t.v1(), t.v2(), t.v3() }) {
gl.glDisable(GL.GL_LIGHTING);
gl.glBegin(GL.GL_LINES);
gl.glColor3f(1, 1, 1);
}
*/
gl.glEnd();
-
+ }
}
}