/*========================================================================= 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("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 obj1("obj1"); imstkNew triangleMesh1; imstkNew> triangleVertices1Ptr(3); VecDataArray& 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> triangleIndices1Ptr(1); VecDataArray& 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 obj2("obj2"); imstkNew triangleMesh2; imstkNew> triangleVertices2Ptr(3); VecDataArray& 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> triangleIndices2Ptr(1); VecDataArray& 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 cd; cd->setInputGeometryA(triangleMesh1); cd->setInputGeometryB(triangleMesh2); cd->update(); // Debug geometry to visualize collision data imstkNew cdDebugObj; cdDebugObj->setInputCD(cd->getCollisionData()); cdDebugObj->setPrintContacts(true); scene->addSceneObject(cdDebugObj); // Light imstkNew 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 viewer; viewer->setActiveScene(scene); std::dynamic_pointer_cast(viewer->getActiveRenderer())->setAxesLength(0.05, 0.05, 0.05); // Setup a scene manager to advance the scene imstkNew sceneManager; sceneManager->setActiveScene(scene); sceneManager->init(); sceneManager->update(); cdDebugObj->debugUpdate(); connect(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 driver; driver->addModule(viewer); // Add mouse and keyboard controls to the viewer { imstkNew mouseControl(viewer->getMouseDevice()); mouseControl->setSceneManager(sceneManager); viewer->addControl(mouseControl); imstkNew 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; }