// Vertexices //////////////////////////////////////////////////////////////////////////////
/** a vertex in the mesh */
- public final class Vertex extends HasPoint implements Visitor<T> {
+ public final class Vertex extends HasQuadric implements Visitor<T> {
public String toString() { return p.toString(); }
public Point p;
E e; // some edge *leaving* this point
- /** the nearest vertex in the "score_against" mesh */
- Vertex 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 = Matrix.ONE;
Vertex bound_to = this;
- float oldscore = 0;
- boolean quadricStale = false;
+ public float oldscore = 0;
+
- public Matrix errorQuadric() { return quadric; }
public Point getPoint() { return p; }
public float score() { return oldscore; }
- private Matrix fundamentalQuadric = null;
- public Matrix fundamentalQuadric() {
- if (fundamentalQuadric == null) recomputeFundamentalQuadric();
- return fundamentalQuadric;
- }
-
private Vertex(Point p) {
this.p = p;
if (vertices.get(p) != null) throw new Error();
gl.glNormal3f(norm.x, norm.y, norm.z);
}
- public void recomputeFundamentalQuadricIfNeighborChanged() {
- Vertex oldv = nearest_in_other_mesh;
- Vertex newv = score_against.nearest(p);
- if (oldv==newv) return;
- recomputeFundamentalQuadric();
- if (oldv!=null) oldv.recomputeFundamentalQuadricIfNeighborChanged();
- //if (newv!=null) newv.recomputeFundamentalQuadricIfNeighborChanged();
- }
public void recomputeFundamentalQuadric() {
unApplyQuadricToNeighbor();
if (quadricStale || fundamentalQuadric==null) {
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) {
+ if (((Vertex)nearest_in_other_mesh).e == null || ((Vertex)nearest_in_other_mesh).norm().dot(norm()) < 0) {
nearest_in_other_mesh = null;
} else {
nearest_in_other_mesh.unComputeError();
score -= oldscore;
oldscore = 0;
}
+ public HasQuadric nearest() { return score_against.nearest(p); }
public void computeError() {
oldscore =
quadric_count != 0
--- /dev/null
+package edu.berkeley.qfat.geom;
+import javax.media.opengl.*;
+
+/** any object associated with a specific point in 3D space */
+public abstract class HasQuadric extends HasPoint {
+
+ public Matrix errorQuadric() { return quadric; }
+ public boolean quadricStale = false;
+ /** the nearest vertex in the "score_against" mesh */
+ public HasQuadric nearest_in_other_mesh;
+
+ /** the number of vertices in the other mesh for which this is the nearest_in_other_mesh */
+ public int quadric_count;
+
+ /** the total error quadric (contributions from all vertices in other mesh for which this is nearest) */
+ public Matrix quadric = Matrix.ZERO;
+
+ public Matrix fundamentalQuadric = null;
+
+ public void recomputeFundamentalQuadricIfNeighborChanged() {
+ HasQuadric oldv = nearest_in_other_mesh;
+ HasQuadric newv = nearest();
+ if (oldv==newv) return;
+ recomputeFundamentalQuadric();
+ if (oldv!=null) oldv.recomputeFundamentalQuadricIfNeighborChanged();
+ // for some reason this causes an infinite loop
+ //if (newv!=null) newv.recomputeFundamentalQuadricIfNeighborChanged();
+ }
+ public void recomputeFundamentalQuadricIfStale() {
+ if (quadricStale || fundamentalQuadric==null)
+ recomputeFundamentalQuadric();
+ }
+ public abstract void recomputeFundamentalQuadric();
+ public abstract void unApplyQuadricToNeighbor();
+ public abstract void applyQuadricToNeighbor();
+ public abstract void reComputeErrorAround();
+ public abstract void reComputeError();
+ public abstract void unComputeError();
+ public abstract void computeError();
+ public abstract HasQuadric nearest();
+ public Matrix fundamentalQuadric() {
+ if (fundamentalQuadric == null) recomputeFundamentalQuadric();
+ return fundamentalQuadric;
+ }
+}