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Example 1 with AxisAngle

use of maspack.matrix.AxisAngle in project artisynth_core by artisynth.

the class MeshCollider method getContactPlaneInfo.

/**
 * Get information about a specific region of intersections.
 */
static void getContactPlaneInfo(ContactPlane region, PolygonalMesh mesh0, PolygonalMesh mesh1, double pointTol) {
    Vector3d sectnormal = new Vector3d(), tmpnormal = new Vector3d();
    BVFeatureQuery query = new BVFeatureQuery();
    RigidTransform3d trans0 = mesh0.getMeshToWorld();
    RigidTransform3d trans1 = mesh1.getMeshToWorld();
    // calculate a weighted average of the face normals
    for (TriTriIntersection isect : region.intersections) {
        region.points = new ArrayList<Point3d>();
        region.points.add(isect.points[0]);
        region.points.add(isect.points[1]);
        double length = isect.points[0].distance(isect.points[1]);
        tmpnormal.transform(trans0, isect.face0.getNormal());
        tmpnormal.negate();
        sectnormal.scaledAdd(length, tmpnormal, sectnormal);
        tmpnormal.transform(trans1, isect.face1.getNormal());
        sectnormal.scaledAdd(length, tmpnormal, sectnormal);
    }
    // calculate the weighted intersection center
    Point3d center = new Point3d();
    double weight = 0;
    for (TriTriIntersection isect : region.intersections) {
        double length = isect.points[0].distance(isect.points[1]);
        center.scaledAdd(length, isect.points[0], center);
        center.scaledAdd(length, isect.points[1], center);
        weight += 2 * length;
    }
    center.scale(1.0 / weight);
    region.centroid = center;
    // calculate the weighted normal
    Vector3d cp0 = new Vector3d(), cp1 = new Vector3d();
    region.normal.setZero();
    for (TriTriIntersection isect : region.intersections) {
        cp0.sub(isect.points[0], center);
        cp1.sub(isect.points[1], center);
        tmpnormal.cross(cp0, cp1);
        if (tmpnormal.dot(sectnormal) < 0)
            tmpnormal.negate();
        region.normal.add(tmpnormal);
    }
    if (region.normal.dot(sectnormal) < 0)
        region.normal.negate();
    // handle degenerate cases
    if (region.normal.containsNaN() || region.normal.norm() < EPS) {
        region.normal.setZero();
        Point3d p0 = new Point3d();
        Point3d p1 = new Point3d();
        Vector3d c0 = new Vector3d();
        Vector3d c1 = new Vector3d();
        for (TriTriIntersection isect : region.intersections) {
            for (Point3d p : isect.points) {
                p0.inverseTransform(trans0, p);
                p1.inverseTransform(trans1, p);
                Vertex3d u0 = isect.face0.getVertex(0);
                Vertex3d u1 = isect.face0.getVertex(1);
                Vertex3d u2 = isect.face0.getVertex(2);
                Vertex3d v0 = isect.face1.getVertex(0);
                Vertex3d v1 = isect.face1.getVertex(1);
                Vertex3d v2 = isect.face1.getVertex(2);
                getCoordinates(c0, u0.pnt, u1.pnt, u2.pnt, p0);
                getCoordinates(c1, v0.pnt, v1.pnt, v2.pnt, p1);
                int[] type0 = classifyPoint(c0);
                int[] type1 = classifyPoint(c1);
                if (type0[0] == 2) {
                    if (type1[0] == 2) {
                        // vertex,vertex
                        region.normal.add(vertexVertexNormal(trans0, trans1, isect.face0, isect.face1, type0[1], type1[1]));
                    } else if (type1[0] == 1) {
                        // vertex,edge
                        region.normal.add(vertexEdgeNormal(trans0, trans1, isect.face0, isect.face1, type0[1], type1[1]));
                    } else {
                        // vertex,face
                        region.normal.add(vertexFaceNormal(trans0, trans1, isect.face0, isect.face1, type0[1]));
                    }
                } else if (type0[0] == 1) {
                    if (type1[0] == 2) {
                        // edge,vertex
                        region.normal.sub(vertexEdgeNormal(trans1, trans0, isect.face1, isect.face0, type1[1], type0[1]));
                    } else if (type1[0] == 1) {
                        // edge,edge
                        region.normal.add(edgeEdgeNormal(trans0, trans1, isect.face0, isect.face1, type0[1], type1[1]));
                    } else {
                        // edge,face
                        region.normal.add(edgeFaceNormal(trans0, trans1, isect.face0, isect.face1, type0[1]));
                    }
                } else {
                    if (type1[0] == 2) {
                        // face,vertex
                        region.normal.sub(vertexFaceNormal(trans1, trans0, isect.face1, isect.face0, type1[1]));
                    } else if (type1[0] == 1) {
                        // face,edge
                        region.normal.sub(edgeFaceNormal(trans1, trans0, isect.face1, isect.face0, type1[1]));
                    } else {
                        // face,face
                        region.normal.add(faceFaceNormal(trans0, trans1, isect.face0, isect.face1));
                    }
                }
            }
        }
    }
    region.normal.normalize();
    // calculate the contact depth for the region
    boolean foundPenetratingVertice = false;
    Point3d p = new Point3d();
    Point3d nearest = new Point3d();
    Vector3d diff = new Vector3d();
    Vector2d coords = new Vector2d();
    Vertex3d v;
    Face nf;
    Point3d plocal = new Point3d();
    LinkedHashSet<Vertex3d> regionvertices0 = new LinkedHashSet<Vertex3d>();
    LinkedHashSet<Vertex3d> regionvertices1 = new LinkedHashSet<Vertex3d>();
    region.depth = 0;
    for (TriTriIntersection isect : region.intersections) {
        for (int i = 0; i < 3; i++) {
            // face0 vertex depths
            v = isect.face0.getVertex(i);
            p.transform(trans0, v.pnt);
            plocal.inverseTransform(trans1, p);
            plocal.sub(isect.face1.getVertex(0).pnt);
            if (plocal.dot(isect.face1.getNormal()) <= 0) {
                regionvertices0.add(v);
            }
            // face1 vertex depths
            v = isect.face1.getVertex(i);
            p.transform(trans1, v.pnt);
            plocal.inverseTransform(trans0, p);
            plocal.sub(isect.face0.getVertex(0).pnt);
            if (plocal.dot(isect.face0.getNormal()) <= 0) {
                regionvertices1.add(v);
            }
        }
    }
    for (Vertex3d v0 : regionvertices0) {
        p.transform(trans0, v0.pnt);
        // XXX Sanchez, Jun 22, 2014
        // Changed to isInside.  Sometimes a vertex is outside
        // the mesh but determined to be "penetrating" due to
        // normal (e.g. when nearest to an edge)
        // nf = myQuery.nearestFaceToPoint (nearest, coords, mesh1, p);
        boolean inside = query.isInsideOrientedMesh(mesh1, p, 0);
        if (inside) {
            query.getFaceForInsideOrientedTest(nearest, coords);
            nearest.transform(trans1);
            diff.sub(p, nearest);
            diff.inverseTransform(trans1);
            foundPenetratingVertice = true;
            // -diff.dot (nf.getNormal());
            double dist = diff.norm();
            if (dist > region.depth)
                region.depth = dist;
        }
    }
    for (Vertex3d v1 : regionvertices1) {
        p.transform(trans1, v1.pnt);
        // nf = myQuery.nearestFaceToPoint (nearest, coords, mesh0, p);
        boolean inside = query.isInsideOrientedMesh(mesh0, p, 0);
        if (inside) {
            query.getFaceForInsideOrientedTest(nearest, coords);
            nearest.transform(trans0);
            diff.sub(p, nearest);
            diff.inverseTransform(trans0);
            foundPenetratingVertice = true;
            // -diff.dot (nf.getNormal());
            double dist = diff.norm();
            if (dist > region.depth)
                region.depth = dist;
        }
    }
    if (!foundPenetratingVertice) {
        double min = Double.POSITIVE_INFINITY, max = Double.NEGATIVE_INFINITY;
        for (int i = 0; i < region.points.size(); i++) {
            double d = region.points.get(i).dot(region.normal);
            if (d < min)
                min = d;
            if (d > max)
                max = d;
        }
        region.depth = max - min;
    }
    // eliminate redundant points
    // use point tolerance
    region.points.clear();
    for (TriTriIntersection isect : region.intersections) {
        for (Point3d pcandidate : isect.points) {
            boolean add = true;
            for (Point3d other : region.points) if (pcandidate.epsilonEquals(other, pointTol)) {
                add = false;
                break;
            }
            if (add) {
                region.points.add(pcandidate);
            }
        }
    }
    // take extrema along n axes
    if (numextremaaxes > 0) {
        // final ArrayList<Vector3d> axes = new ArrayList<Vector3d>();
        Vector3d crosszup = new Vector3d(0, 0, 1);
        crosszup.cross(region.normal, crosszup);
        double crosszupnorm = crosszup.norm();
        RigidTransform3d normtoworld;
        if (crosszup.norm() > EPS) {
            normtoworld = new RigidTransform3d(new Vector3d(), new AxisAngle(crosszup, Math.asin(crosszupnorm)));
        } else {
            normtoworld = new RigidTransform3d();
        }
        boolean[] keep = new boolean[region.points.size()];
        for (int j = 0; j < region.points.size(); j++) keep[j] = false;
        Vector3d offset = new Vector3d();
        Vector3d axis = new Vector3d();
        for (int i = 0; i < numextremaaxes; i++) {
            double min = Double.POSITIVE_INFINITY, max = Double.NEGATIVE_INFINITY;
            int mini = 0, maxi = 0;
            double angle = Math.PI * i / numextremaaxes;
            axis.set(Math.cos(angle), Math.sin(angle), 0);
            axis.transform(normtoworld);
            for (int j = 0; j < region.points.size(); j++) {
                offset.sub(region.points.get(j), center);
                double dot = offset.dot(axis);
                if (dot < min) {
                    min = dot;
                    mini = j;
                }
                if (dot > max) {
                    max = dot;
                    maxi = j;
                }
            }
            keep[mini] = true;
            keep[maxi] = true;
        }
        for (int j = (region.points.size() - 1); j >= 0; j--) {
            if (!keep[j])
                region.points.remove(j);
        }
    }
}
Also used : Vertex3d(maspack.geometry.Vertex3d) LinkedHashSet(java.util.LinkedHashSet) RigidTransform3d(maspack.matrix.RigidTransform3d) TriTriIntersection(maspack.geometry.TriTriIntersection) BVFeatureQuery(maspack.geometry.BVFeatureQuery) AxisAngle(maspack.matrix.AxisAngle) Vector2d(maspack.matrix.Vector2d) Vector3d(maspack.matrix.Vector3d) Point3d(maspack.matrix.Point3d) Face(maspack.geometry.Face)

Example 2 with AxisAngle

use of maspack.matrix.AxisAngle in project artisynth_core by artisynth.

the class MeshColliderTest method testRegions.

boolean testRegions() {
    PolygonalMesh mesh0 = MeshFactory.createBox(1, 1, 1);
    PolygonalMesh mesh1 = MeshFactory.createBox(1, 1, 1);
    mesh0.scale(0.9);
    RigidTransform3d trans1 = new RigidTransform3d();
    trans1.mulAxisAngle(new AxisAngle(0, 1, 0, Math.PI / 4));
    trans1.mulAxisAngle(new AxisAngle(1, 0, 0, Math.PI / 4));
    mesh1.setMeshToWorld(trans1);
    MeshCollider collider = new MeshCollider();
    // first way
    ContactInfo info = collider.getContacts(mesh0, mesh1);
    if (info == null) {
        return false;
    }
    if (info.getContactPlanes().size() != 6) {
        return false;
    }
    // second way
    info = collider.getContacts(mesh1, mesh0);
    if (info == null) {
        return false;
    }
    if (info.getContactPlanes().size() != 6) {
        return false;
    }
    return true;
}
Also used : RigidTransform3d(maspack.matrix.RigidTransform3d) AxisAngle(maspack.matrix.AxisAngle) PolygonalMesh(maspack.geometry.PolygonalMesh)

Example 3 with AxisAngle

use of maspack.matrix.AxisAngle in project artisynth_core by artisynth.

the class MeshColliderTest method testVertexVertex.

boolean testVertexVertex() {
    PolygonalMesh mesh0 = MeshFactory.createBox(1, 1, 1);
    PolygonalMesh mesh1 = MeshFactory.createBox(1, 1, 1);
    RigidTransform3d trans0 = new RigidTransform3d(new Vector3d(Math.sqrt(3), 0, 0), new AxisAngle());
    trans0.mulAxisAngle(new AxisAngle(0, 1, 0, Math.atan(Math.sqrt(2))));
    trans0.mulAxisAngle(new AxisAngle(1, 0, 0, Math.PI / 4));
    mesh0.setMeshToWorld(trans0);
    RigidTransform3d trans1 = new RigidTransform3d();
    trans1.mulAxisAngle(new AxisAngle(0, 1, 0, Math.atan(Math.sqrt(2))));
    trans1.mulAxisAngle(new AxisAngle(1, 0, 0, Math.PI / 4));
    mesh1.setMeshToWorld(trans1);
    MeshCollider collider = new MeshCollider();
    // first way
    ContactInfo info = collider.getContacts(mesh0, mesh1);
    if (info == null) {
        return false;
    }
    ArrayList<ContactPlane> regions = info.getContactPlanes();
    if (regions.size() != 1) {
        return false;
    }
    ContactPlane region = regions.get(0);
    if (region.points.size() != 1)
        return false;
    if (!region.points.get(0).epsilonEquals(new Vector3d(Math.sqrt(3.0) / 2.0, 0, 0), epsilon))
        return false;
    if (!region.normal.epsilonEquals(new Vector3d(0.9994849337479609, 0, -0.03209154422638611), epsilon))
        return false;
    // second way
    info = collider.getContacts(mesh1, mesh0);
    if (info == null) {
        return false;
    }
    regions = info.getContactPlanes();
    if (regions.size() != 1)
        return false;
    region = regions.get(0);
    if (region.points.size() != 1)
        return false;
    if (!region.points.get(0).epsilonEquals(new Vector3d(Math.sqrt(3.0) / 2.0, 0, 0), epsilon))
        return false;
    if (!region.normal.epsilonEquals(new Vector3d(-0.9994849337479609, 0, 0.03209154422638611), epsilon))
        return false;
    return true;
}
Also used : RigidTransform3d(maspack.matrix.RigidTransform3d) AxisAngle(maspack.matrix.AxisAngle) Vector3d(maspack.matrix.Vector3d) PolygonalMesh(maspack.geometry.PolygonalMesh)

Example 4 with AxisAngle

use of maspack.matrix.AxisAngle in project artisynth_core by artisynth.

the class LineSegment method getOrientation.

// /**
// * Set the grid position approximately to <code>pos</code>,
// * rounded to align with the current major grid division.
// *
// * @param pos approximate grid position
// */
// public void setAlignedPosition (Point3d pos) {
// double res = getResolution().getMajorCellSize();
// double x = res*Math.round(pos.x/res);
// double y = res*Math.round(pos.y/res);
// double z = res*Math.round(pos.z/res);
// setPosition (new Point3d(x, y, z));
// }
public AxisAngle getOrientation() {
    AxisAngle axisAng = new AxisAngle();
    XGridToWorld.R.getAxisAngle(axisAng);
    return axisAng;
}
Also used : AxisAngle(maspack.matrix.AxisAngle)

Example 5 with AxisAngle

use of maspack.matrix.AxisAngle in project artisynth_core by artisynth.

the class GLViewer method rotateContinuous.

// /**
// * Distance of pixel from center (Euchlidean)
// * @param x
// * @param y
// * @return
// */
// private double centerDistance (int x, int y) {
// int dx = x - width / 2;
// int dy = y - height / 2;
// return Math.sqrt (dx * dx + dy * dy);
// }
/**
 * Rotate the eye coordinate frame about the center point, independent
 * of the default up vector.
 *
 * @param xang
 * amount of horizontal rotation (in radians)
 * @param yang
 * amount of vertical rotation (in radians)
 */
protected void rotateContinuous(double xang, double yang) {
    Vector3d reye = new Vector3d();
    reye.sub(getEye(), myViewState.myCenter);
    // up-facing vector
    Vector3d yCam = new Vector3d();
    // right-facing vector
    Vector3d xCam = new Vector3d();
    synchronized (viewMatrix) {
        viewMatrix.R.getRow(1, yCam);
        viewMatrix.R.getRow(0, xCam);
    }
    // System.out.println("Transform: " + XEyeToWorld.R);
    if (yang != 0) {
        RotationMatrix3d R = new RotationMatrix3d(new AxisAngle(xCam, yang));
        reye.transform(R);
        yCam.transform(R);
    }
    if (xang != 0) {
        reye.transform(new RotationMatrix3d(new AxisAngle(yCam, xang)));
    }
    Point3d eye = new Point3d();
    eye.add(reye, myViewState.myCenter);
    setEyeToWorld(eye, myViewState.myCenter, yCam);
    repaint();
}
Also used : AxisAngle(maspack.matrix.AxisAngle) Vector3d(maspack.matrix.Vector3d) Point3d(maspack.matrix.Point3d) RotationMatrix3d(maspack.matrix.RotationMatrix3d)

Aggregations

AxisAngle (maspack.matrix.AxisAngle)38 Vector3d (maspack.matrix.Vector3d)19 RigidTransform3d (maspack.matrix.RigidTransform3d)18 PolygonalMesh (maspack.geometry.PolygonalMesh)8 Point3d (maspack.matrix.Point3d)7 RotationMatrix3d (maspack.matrix.RotationMatrix3d)7 AffineTransform3d (maspack.matrix.AffineTransform3d)5 RigidBody (artisynth.core.mechmodels.RigidBody)4 MechModel (artisynth.core.mechmodels.MechModel)3 Font (java.awt.Font)3 File (java.io.File)3 IOException (java.io.IOException)3 GLViewer (maspack.render.GL.GLViewer)3 FemNode3d (artisynth.core.femmodels.FemNode3d)2 CollisionManager (artisynth.core.mechmodels.CollisionManager)2 HashMap (java.util.HashMap)2 JFrame (javax.swing.JFrame)2 RenderProps (maspack.render.RenderProps)2 ReaderTokenizer (maspack.util.ReaderTokenizer)2 AxisAngleField (maspack.widgets.AxisAngleField)2