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Andrew Wilson authoredAndrew Wilson authored
TriangleVsTriangleTestExample.cpp 6.63 KiB
/*=========================================================================
Library: iMSTK
Copyright (c) Kitware, Inc. & Center for Modeling, Simulation,
& Imaging in Medicine, Rensselaer Polytechnic Institute.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0.txt
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
=========================================================================*/
#include "imstkCamera.h"
#include "imstkCollidingObject.h"
#include "imstkCollisionDataDebugObject.h"
#include "imstkDirectionalLight.h"
#include "imstkKeyboardDeviceClient.h"
#include "imstkKeyboardSceneControl.h"
#include "imstkMouseSceneControl.h"
#include "imstkNew.h"
#include "imstkRenderMaterial.h"
#include "imstkScene.h"
#include "imstkSceneManager.h"
#include "imstkSimulationManager.h"
#include "imstkSurfaceMesh.h"
#include "imstkSurfaceMeshToSurfaceMeshCD.h"
#include "imstkVisualModel.h"
#include "imstkVTKRenderer.h"
#include "imstkVTKViewer.h"
using namespace imstk;
///
/// \brief This examples is used to demonstrate Triangle Vs Triangle collision
/// of the SurfaceMeshToSurfaceMeshCD method.
/// It displays the collision data, and allows users to investigate various cases
/// by moving the geometry around with keyboard controls i,j,k,l,o,u
///
int
main()
{
// Setup logger (write to file and stdout)
Logger::startLogger();
// Setup the scene
imstkNew<Scene> scene("TriangleVsTriangleTest");
scene->getActiveCamera()->setPosition(0.18, 1.08, 1.34);
scene->getActiveCamera()->setFocalPoint(0.0, 0.0, 0.0);
scene->getActiveCamera()->setViewUp(0.011, 0.78, -0.63);
imstkNew<CollidingObject> obj1("obj1");
imstkNew<SurfaceMesh> triangleMesh1;
imstkNew<VecDataArray<double, 3>> triangleVertices1Ptr(3);
VecDataArray<double, 3>& triangleVertices1 = *triangleVertices1Ptr.get();
triangleVertices1[0] = Vec3d(0.1, 0.0, -0.5);
triangleVertices1[1] = Vec3d(0.1, 0.0, 0.5);
triangleVertices1[2] = Vec3d(-0.5, 0.0, 0.0);
imstkNew<VecDataArray<int, 3>> triangleIndices1Ptr(1);
VecDataArray<int, 3>& triangleIndices1 = *triangleIndices1Ptr.get();
triangleIndices1[0] = Vec3i(0, 1, 2);
triangleMesh1->initialize(triangleVertices1Ptr, triangleIndices1Ptr);
obj1->setVisualGeometry(triangleMesh1);
obj1->setCollidingGeometry(triangleMesh1);
obj1->getVisualModel(0)->getRenderMaterial()->setBackFaceCulling(false);
scene->addSceneObject(obj1);
imstkNew<CollidingObject> obj2("obj2");
imstkNew<SurfaceMesh> triangleMesh2;
imstkNew<VecDataArray<double, 3>> triangleVertices2Ptr(3);
VecDataArray<double, 3>& triangleVertices2 = *triangleVertices2Ptr.get();
triangleVertices2[0] = Vec3d(-0.1, 0.5, 0.0);
triangleVertices2[1] = Vec3d(-0.1, -0.5, 0.0);
triangleVertices2[2] = Vec3d(0.5, 0.0, 0.0);
imstkNew<VecDataArray<int, 3>> triangleIndices2Ptr(1);
VecDataArray<int, 3>& triangleIndices2 = *triangleIndices2Ptr.get();
triangleIndices2[0] = Vec3i(0, 1, 2);
triangleMesh2->initialize(triangleVertices2Ptr, triangleIndices2Ptr);
obj2->setVisualGeometry(triangleMesh2);
obj2->setCollidingGeometry(triangleMesh2);
obj2->getVisualModel(0)->getRenderMaterial()->setBackFaceCulling(false);
scene->addSceneObject(obj2);
imstkNew<SurfaceMeshToSurfaceMeshCD> cd;
cd->setInputGeometryA(triangleMesh1);
cd->setInputGeometryB(triangleMesh2);
cd->update();
// Debug geometry to visualize collision data
imstkNew<CollisionDataDebugObject> cdDebugObj;
cdDebugObj->setInputCD(cd->getCollisionData());
cdDebugObj->setPrintContacts(true);
scene->addSceneObject(cdDebugObj);
// Light
imstkNew<DirectionalLight> light;
light->setFocalPoint(Vec3d(5.0, -8.0, -5.0));
light->setIntensity(1.0);
scene->addLight("Light", light);
// Run the simulation
{
// Setup a viewer to render
imstkNew<VTKViewer> viewer;
viewer->setActiveScene(scene);
std::dynamic_pointer_cast<VTKRenderer>(viewer->getActiveRenderer())->setAxesLength(0.05, 0.05, 0.05);
// Setup a scene manager to advance the scene
imstkNew<SceneManager> sceneManager;
sceneManager->setActiveScene(scene);
sceneManager->init();
sceneManager->update();
cdDebugObj->debugUpdate();
connect<KeyEvent>(viewer->getKeyboardDevice(), &KeyboardDeviceClient::keyPress, [&](KeyEvent* e)
{
const double s = 0.05;
if (e->m_key == 'i')
{
triangleMesh2->translate(Vec3d(0.0, 0.0, 1.0) * s);
}
else if (e->m_key == 'k')
{
triangleMesh2->translate(Vec3d(0.0, 0.0, -1.0) * s);
}
else if (e->m_key == 'j')
{
triangleMesh2->translate(Vec3d(-1.0, 0.0, 0.0) * s);
}
else if (e->m_key == 'l')
{
triangleMesh2->translate(Vec3d(1.0, 0.0, 0.0) * s);
}
else if (e->m_key == 'u')
{
triangleMesh2->translate(Vec3d(0.0, -1.0, 0.0) * s);
}
else if (e->m_key == 'o')
{
triangleMesh2->translate(Vec3d(0.0, 1.0, 0.0) * s);
}
triangleMesh2->postModified();
cd->update();
sceneManager->update();
cdDebugObj->debugUpdate();
});
imstkNew<SimulationManager> driver;
driver->addModule(viewer);
// Add mouse and keyboard controls to the viewer
{
imstkNew<MouseSceneControl> mouseControl(viewer->getMouseDevice());
mouseControl->setSceneManager(sceneManager);
viewer->addControl(mouseControl);
imstkNew<KeyboardSceneControl> keyControl(viewer->getKeyboardDevice());
keyControl->setSceneManager(sceneManager);
keyControl->setModuleDriver(driver);
viewer->addControl(keyControl);
}
std::cout << "================================================\n";
std::cout << "Key i/j/k/u/o move the triangle\n";
std::cout << "================================================\n\n";
driver->start();
}
return 0;
}