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);
}
}
}
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;
}
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;
}
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;
}
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();
}
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