/** magnification factor */
private static final float MAG = 1;
+ public static final float MATCHING_EPSILON = 0.01f;
public Main(StlFile stlf, Frame f) {
super(f);
Matrix.translate(new Vec(rshift, -depth, halfup)),
*/
- Matrix.translate(new Vec(0, depth, halfup)),
- Matrix.translate(new Vec(0, -depth, halfup)),
-
-
- Matrix.translate(new Vec(lshift, 0, height)),
- Matrix.translate(new Vec(rshift, 0, height)),
- Matrix.translate(new Vec(lshift, 0, -height)),
- Matrix.translate(new Vec(rshift, 0, -height)),
+ //Matrix.translate(new Vec(0, depth, 0)).times(Matrix.rotate(new Vec(0, 0, 1), (float)Math.PI)),
+ //Matrix.translate(new Vec(0, -depth, 0)).times(Matrix.rotate(new Vec(0, 0, 1), (float)Math.PI)),
+ Matrix.translate(new Vec(0, 0, height)).times(Matrix.rotate(new Vec(0, 0, 1), (float)Math.PI)),
+ Matrix.translate(new Vec(0, 0, -height)).times(Matrix.rotate(new Vec(0, 0, 1), (float)Math.PI)),
+ /*
+ Matrix.translate(new Vec(0, depth, 0)),
+ Matrix.translate(new Vec(0, -depth, 0)),
+ Matrix.translate(new Vec(0, 0, height)),
+ Matrix.translate(new Vec(0, 0, -height)),
+ */
+ //Matrix.translate(new Vec(lshift, depth, height/2)),
+ //Matrix.translate(new Vec(lshift, depth, -height/2)),
+ //Matrix.translate(new Vec(rshift, -depth, height/2)),
+ //Matrix.translate(new Vec(rshift, -depth, -height/2)),
+ //Matrix.translate(new Vec(rshift, 0, height)),
+ //Matrix.translate(new Vec(rshift, 0, -height)),
Matrix.translate(new Vec( width, 0, 0)),
Matrix.translate(new Vec(-width, 0, 0)),
tile.newT(rtf, mtf, rbf, null, 6);
tile.newT(rbf, mtf, mbf, null, 6);
+ HashSet<Mesh.E> es = new HashSet<Mesh.E>();
+ for(Mesh.T t : tile) {
+ es.add(t.e1());
+ es.add(t.e2());
+ es.add(t.e3());
+ }
+ for(Mesh.E e : es) {
+ if (e.p1.p.x == e.p2.p.x && e.p1.p.y == e.p2.p.y) continue;
+ if (e.p1.p.z == e.p2.p.z && e.p1.p.y == e.p2.p.y) continue;
+ if (e.p1.p.x == e.p2.p.x && e.p1.p.z == e.p2.p.z) continue;
+ e.shatter();
+ }
+
for(Matrix m : translations) {
for(Mesh.T t1 : tile) {
for(Mesh.T t2 : tile) {
if (t1==t2) continue;
- if ((t1.v1().p.times(m).minus(t2.v1().p).mag() < Mesh.EPSILON) &&
- (t1.v2().p.times(m).minus(t2.v3().p).mag() < Mesh.EPSILON) &&
- (t1.v3().p.times(m).minus(t2.v2().p).mag() < Mesh.EPSILON)) {
+ if ((t1.v1().p.times(m).minus(t2.v1().p).mag() < MATCHING_EPSILON) &&
+ (t1.v2().p.times(m).minus(t2.v3().p).mag() < MATCHING_EPSILON) &&
+ (t1.v3().p.times(m).minus(t2.v2().p).mag() < MATCHING_EPSILON)) {
t2.e3().bindEdge(t1.e1(), m);
t2.e2().bindEdge(t1.e2(), m);
t2.e1().bindEdge(t1.e3(), m);
}
- if ((t1.v2().p.times(m).minus(t2.v1().p).mag() < Mesh.EPSILON) &&
- (t1.v3().p.times(m).minus(t2.v3().p).mag() < Mesh.EPSILON) &&
- (t1.v1().p.times(m).minus(t2.v2().p).mag() < Mesh.EPSILON)) {
+ if ((t1.v2().p.times(m).minus(t2.v1().p).mag() < MATCHING_EPSILON) &&
+ (t1.v3().p.times(m).minus(t2.v3().p).mag() < MATCHING_EPSILON) &&
+ (t1.v1().p.times(m).minus(t2.v2().p).mag() < MATCHING_EPSILON)) {
t2.e3().bindEdge(t1.e2(), m);
t2.e2().bindEdge(t1.e3(), m);
t2.e1().bindEdge(t1.e1(), m);
}
- if ((t1.v3().p.times(m).minus(t2.v1().p).mag() < Mesh.EPSILON) &&
- (t1.v1().p.times(m).minus(t2.v3().p).mag() < Mesh.EPSILON) &&
- (t1.v2().p.times(m).minus(t2.v2().p).mag() < Mesh.EPSILON)) {
+ if ((t1.v3().p.times(m).minus(t2.v1().p).mag() < MATCHING_EPSILON) &&
+ (t1.v1().p.times(m).minus(t2.v3().p).mag() < MATCHING_EPSILON) &&
+ (t1.v2().p.times(m).minus(t2.v2().p).mag() < MATCHING_EPSILON)) {
t2.e3().bindEdge(t1.e3(), m);
t2.e2().bindEdge(t1.e1(), m);
t2.e1().bindEdge(t1.e2(), m);
for(Matrix m : translations) {
//if (v1.z==0 && v1.y==0) continue;
i++;
- if (i!=2&&i!=5) 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, safeTriangles);
+ */
+ draw(gl, false, safeTriangles, m);
+ /*
gl.glTranslatef(-v.x, -v.y, -v.z);
+ */
}
//gl.glEnable(GL.GL_DEPTH_TEST);
gl.glEnable (GL.GL_LIGHTING);
protected HashSet<Mesh.T> safeTriangles = new HashSet<Mesh.T>();
- private void draw(GL gl, boolean triangles, Iterable<Mesh.T> tris) {
+ 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;
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);