use of maspack.collision.EdgeEdgeContact in project artisynth_core by artisynth.
the class CollisionRenderer method prerender.
public void prerender(CollisionHandler handler, RenderProps props) {
RenderObject ro = new RenderObject();
ro.clearAll();
// constraints
ro.createLineGroup();
// segments
ro.createLineGroup();
// contours
ro.createLineGroup();
// contact info
ro.createPointGroup();
// intersection faces
ro.createTriangleGroup();
// create default dummy normal
ro.addNormal(0, 0, 0);
CollisionBehavior behav = handler.myBehavior;
ContactInfo cinfo = handler.getLastContactInfo();
if (behav.myDrawConstraints) {
ro.lineGroup(CONSTRAINT_GRP);
double nrmlLen = handler.getContactNormalLen();
if (nrmlLen > 0) {
addConstraintRenderInfo(ro, handler.myBilaterals0.values(), nrmlLen);
addConstraintRenderInfo(ro, handler.myBilaterals1.values(), nrmlLen);
addConstraintRenderInfo(ro, handler.myUnilaterals, nrmlLen);
}
}
double normalLen = 0;
if (behav.getDrawContactNormals()) {
normalLen = handler.getContactNormalLen();
}
if (normalLen != 0 && cinfo != null) {
ro.lineGroup(SEGMENT_GRP);
Method method = handler.getMethod();
if (method == Method.CONTOUR_REGION) {
int numc = 0;
for (ContactPlane region : cinfo.getContactPlanes()) {
for (Point3d p : region.points) {
if (numc >= handler.myMaxUnilaterals) {
break;
}
addLineSeg(ro, p, region.normal, normalLen);
}
}
} else if (method != Method.INACTIVE) {
for (ContactConstraint cc : handler.myBilaterals0.values()) {
maybeAddVertexFaceNormal(ro, cc, normalLen);
}
for (ContactConstraint cc : handler.myBilaterals1.values()) {
maybeAddVertexFaceNormal(ro, cc, normalLen);
}
}
}
if (behav.myDrawIntersectionContours && props.getEdgeWidth() > 0 && cinfo != null) {
ro.lineGroup(CONTOUR_GRP);
// offset lines
if (cinfo.getContours() != null) {
for (IntersectionContour contour : cinfo.getContours()) {
int vidx0 = ro.numVertices();
for (IntersectionPoint p : contour) {
ro.addVertex(ro.addPosition((float) p.x, (float) p.y, (float) p.z));
}
int vidx1 = ro.numVertices() - 1;
ro.addLineLoop(vidx0, vidx1);
}
} else if (cinfo.getIntersections() != null) {
// use intersections to render lines
for (TriTriIntersection tsect : cinfo.getIntersections()) {
addLineSeg(ro, tsect.points[0], tsect.points[1]);
}
}
}
if (behav.myDrawIntersectionPoints && cinfo != null) {
if (cinfo.getIntersections() != null) {
for (TriTriIntersection tsect : cinfo.getIntersections()) {
for (Point3d pnt : tsect.points) {
addPoint(ro, pnt);
}
}
}
for (PenetratingPoint cpp : cinfo.getPenetratingPoints(0)) {
if (cpp.distance > 0) {
addPoint(ro, cpp.vertex.getWorldPoint());
}
}
for (PenetratingPoint cpp : cinfo.getPenetratingPoints(1)) {
if (cpp.distance > 0) {
addPoint(ro, cpp.vertex.getWorldPoint());
}
}
if (behav.getMethod() == CollisionBehavior.Method.VERTEX_EDGE_PENETRATION) {
if (cinfo.getEdgeEdgeContacts() != null) {
for (EdgeEdgeContact eec : cinfo.getEdgeEdgeContacts()) {
addPoint(ro, eec.point0);
addPoint(ro, eec.point1);
}
}
}
}
if (behav.myDrawIntersectionFaces && cinfo != null) {
ArrayList<TriTriIntersection> intersections = cinfo.getIntersections();
if (intersections != null) {
buildFaceSegments(ro, handler, intersections);
}
}
RenderObject oldRob = myRob;
myRob = ro;
// if (oldRob != null) {
// oldRob.dispose();
// }
RenderObject rd = null;
if (behav.myDrawPenetrationDepth != -1 && cinfo != null) {
int num = behav.myDrawPenetrationDepth;
Collidable b0 = behav.getCollidable(0);
CollidableBody h0 = handler.getCollidable(0);
if (!(b0 instanceof Group)) {
if (h0 != b0 && h0.getCollidableAncestor() != b0) {
// then we want the *other* collidable body, so switch num
num = (num == 0 ? 1 : 0);
}
}
ArrayList<PenetrationRegion> regions;
ArrayList<PenetratingPoint> points;
if (num == 0) {
regions = cinfo.getRegions(0);
points = cinfo.getPenetratingPoints(0);
} else {
regions = cinfo.getRegions(1);
points = cinfo.getPenetratingPoints(1);
}
if (regions != null && regions.size() > 0) {
rd = createPenetrationRenderObject(handler, points, regions);
}
}
oldRob = myDepthRob;
myDepthRob = rd;
// if (oldRob != null) {
// oldRob.dispose();
// }
}
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