Mesh.T t = goal.newT(p0, p1, p2, n, 0);
}
+ goal.ignorecollision = true;
+
// rotate to align major axis -- this probably needs to be done by a human.
goal.transform(new Matrix(new Vec(0, 0, 1), (float)(Math.PI/2)));
float height = (float)0.08;
float depth = (float)0.3;
*/
- float width = (float)0.6;
+ float width = (float)0.7;
float depth = (float)0.08;
- float height = (float)0.3;
+ float height = (float)0.35;
float rshift = width/2;
float lshift = -(width/2);
//while(verts < 800) {
PriorityQueue<Mesh.E> es = new PriorityQueue<Mesh.E>();
for(Mesh.E e : tile.edges()) es.add(e);
- for(int i=0; i<8; i++) {
+ for(int i=0; i<10; i++) {
Mesh.E e = es.poll();
verts++;
System.out.println("shatter " + e);
double tile_score = tile.score();
double goal_score = goal.score();
- Vec v = new Vec((random.nextFloat() - (float)0.5) / 200,
- (random.nextFloat() - (float)0.5) / 200,
- (random.nextFloat() - (float)0.5) / 200);
- /*
+ Vec v;
Matrix inv = p.errorQuadric();
v = new Vec(inv.d, inv.h, inv.l).norm().times(1/(float)1000);
- */
+ if (p.quadric_count == 0) {
+ v = goal.nearest(p.p).p.minus(p.p).norm().times(1/(float)1000);
+ }
+ Vec v2 = new Vec((random.nextFloat() - (float)0.5) / 500,
+ (random.nextFloat() - (float)0.5) / 500,
+ (random.nextFloat() - (float)0.5) / 500);
+ v = v.plus(v2.norm().times(1/(float)1000));
boolean good = p.move(v);
double goal_delta = (new_goal_score - goal_score) / goal_score;
double delta = tile_delta + goal_delta;
double swapProbability = Math.exp((-1 * delta) / temp);
- boolean doSwap = good && (Math.random() < swapProbability);
- //boolean doSwap = good && (tile_delta <= 0 && goal_delta <= 0);
+ //boolean doSwap = good && (Math.random() < swapProbability);
+ boolean doSwap = good && (tile_delta <= 0 && goal_delta <= 0);
if (doSwap) {
tile_score = new_tile_score;
goal_score = new_goal_score;
breaks = false;
breakit();
//gamma = 1;
- gamma = 2;
+ gamma = 1;
//temp = last * 0.8f;
//last = temp;
//temp = hightemp;
} else
- if (acceptance > 0.96) gamma = 0.6f;
- else if (acceptance > 0.9) gamma = 0.7f;
- else if (acceptance > 0.8) gamma = 0.75f;
- else if (acceptance > 0.6) gamma = 0.8f;
+ if (acceptance > 0.96) gamma = 0.4f;
+ else if (acceptance > 0.9) gamma = 0.5f;
+ else if (acceptance > 0.8) gamma = 0.65f;
+ else if (acceptance > 0.6) gamma = 0.7f;
else {
if (acceptance > 0.3) {
gamma = 0.9f;
} else if (acceptance > 0.15) {
gamma = 0.95f;
} else {
- breakit();
- gamma = 2;
+ //breakit();
+ //gamma = 1;
+ gamma = 0.99f;
//gamma = 1;
//temp = last * 0.8f;
//last = temp;
public static void main(String[] s) throws Exception {
StlFile stlf = new StlFile();
- stlf.load("simplefish.stl");
+ stlf.load("fish.stl");
+ //stlf.load("monkey.stl");
Frame f = new Frame();
Main main = new Main(stlf, f);
f.pack();
public Vert nearest(Point p) { return pointset.nearest(p); }
public final class Vert extends HasPoint {
+ public String toString() { return p.toString(); }
public Point p;
E e; // some edge *leaving* this point
else if (nearest_in_other_mesh == null) {
if (score_against != null) {
Vert ne = score_against.nearest(p);
- oldscore = ne.fundamentalQuadric().preAndPostMultiply(p) * 100 * 10;
+ oldscore = ne.fundamentalQuadric().preAndPostMultiply(p) * 100 * 100;
} else {
oldscore = 0;
}
} else {
- oldscore = nearest_in_other_mesh.fundamentalQuadric().preAndPostMultiply(p) * 100 * 10;
+ oldscore = nearest_in_other_mesh.fundamentalQuadric().preAndPostMultiply(p) * 100 * 100;
}
} else {
- oldscore = (quadric.preAndPostMultiply(p) * 100) /*/ quadric_count*/;
+ oldscore = (quadric.preAndPostMultiply(p) * 100);
}
oldscore = oldscore;
float aspects = 0;
E e = this.e;
do {
+ //double ang = Math.abs(e.crossAngle());
double ang = Math.abs(e.crossAngle());
if (ang > Math.PI) throw new Error();
/*
aspects += e.t.aspect()*e.t.aspect();
}
*/
- /*
- float minangle = (float)(Math.PI * 0.8);
+
+ float minangle = (float)(Math.PI * 0.9);
if (ang > minangle)
oldscore += (ang - minangle);
- */
+
e = e.pair.next;
} while (e != this.e);
if (numaspects > 0) oldscore += (aspects / numaspects);
// FIXME: intersection test needed?
boolean good = true;
- /*
+
+ if (!ignorecollision)
for(T t : Mesh.this) {
if (!good) break;
e = this.e;
e = e.pair.next;
} while(e != this.e);
}
- */
+
reComputeErrorAround();
return good;
}
E ret = getFreeIncident(e, e);
if (ret != null) return ret;
ret = getFreeIncident(e.pair.next, e.pair.next);
- if (ret == null) throw new Error("unable to find free incident to " + this);
+ if (ret == null) {
+ E ex = e;
+ do {
+ System.out.println(ex + " " + ex.t);
+ ex = ex.pair.next;
+ } while (ex != e);
+ throw new Error("unable to find free incident to " + this);
+ }
return ret;
}
boolean shattered = false;
public float comparator() {
- if (t==null) return length();
+ Vert nearest = score_against.nearest(midpoint());
+ //if (t==null) return length();
+ /*
+ double ang = Math.abs(crossAngle());
+ float minangle = (float)(Math.PI * 0.9);
+ if (ang > minangle)
+ return 300;
+ */
+ /*
if ((length() * length()) / t.area() > 10)
return (float)(length()*Math.sqrt(t.area()));
return length()*t.area();
+ */
+ return length() + midpoint().distance(nearest.p);
}
public int compareTo(E e) {
return e.comparator() > comparator() ? 1 : -1;
public boolean has(Vert v) { return v1()==v || v2()==v || v3()==v; }
public void glVertices(GL gl) {
- /*
+
if (e1().bind_to.set.size() == 0) return;
if (e2().bind_to.set.size() == 0) return;
if (e3().bind_to.set.size() == 0) return;
- */
+
norm().glNormal(gl);
p1().glVertex(gl);
p2().glVertex(gl);
}
}
public boolean tilemesh = false;
+ public boolean ignorecollision = false;
}