}
public synchronized void breakit() {
- if (verts > 50) return;
+ if (verts > 300) return;
PriorityQueue<Mesh.E> es = new PriorityQueue<Mesh.E>();
for(Mesh.E e : tile.edges()) es.add(e);
for(int i=0; i<10; i++) {
Mesh.E e = es.poll();
verts++;
- System.out.println("shatter " + e);
+ //System.out.println("shatter " + e);
e.shatter();
tile.rebindPoints();
}
repaint();
for(Mesh.Vert v : hs) rand(10,v);
}
+ tile.rebuildPointSet();
breakit();
repaint();
goal.unApplyQuadricToNeighborAll();
}
}
+ 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); }
Vert bound_to = this;
Matrix binding = new Matrix();
float oldscore = 0;
+ boolean quadricStale = false;
public Matrix errorQuadric() { return quadric; }
public Point getPoint() { return p; }
}
public void recomputeFundamentalQuadric() {
+ if (!quadricStale && fundamentalQuadric != null) return;
+ quadricStale = false;
unApplyQuadricToNeighbor();
Matrix m = Matrix.ZERO;
E e = this.e;
public void applyQuadricToNeighbor() {
if (score_against == null) return;
+ 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) unApplyQuadricToNeighbor();
- if (nearest_in_other_mesh == null) {
- nearest_in_other_mesh = score_against.nearest(p);
-
- // 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();
- }
+ if (nearest_in_other_mesh != null) throw new Error();
+
+ 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();
}
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;
}