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Courses
CA-Framework-2022
Commits
f1356a59
Commit
f1356a59
authored
Apr 06, 2020
by
Yuwei Xiao
Browse files
ex4
parent
e1f0c16a
Changes
5
Hide whitespace changes
Inline
Side-by-side
4_collision/CMakeLists.txt
0 → 100644
View file @
f1356a59
cmake_minimum_required
(
VERSION 3.1
)
project
(
4_collision
)
set
(
CMAKE_MODULE_PATH
${
CMAKE_MODULE_PATH
}
${
CMAKE_CURRENT_SOURCE_DIR
}
/../cmake
)
set
(
CMAKE_CXX_FLAGS
"-Wall"
)
# libigl
option
(
LIBIGL_USE_STATIC_LIBRARY
"Use libigl as static library"
OFF
)
option
(
LIBIGL_WITH_ANTTWEAKBAR
"Use AntTweakBar"
OFF
)
option
(
LIBIGL_WITH_CGAL
"Use CGAL"
OFF
)
option
(
LIBIGL_WITH_COMISO
"Use CoMiso"
OFF
)
option
(
LIBIGL_WITH_CORK
"Use Cork"
OFF
)
option
(
LIBIGL_WITH_EMBREE
"Use Embree"
OFF
)
option
(
LIBIGL_WITH_LIM
"Use LIM"
OFF
)
option
(
LIBIGL_WITH_MATLAB
"Use Matlab"
OFF
)
option
(
LIBIGL_WITH_MOSEK
"Use MOSEK"
OFF
)
option
(
LIBIGL_WITH_OPENGL
"Use OpenGL"
ON
)
option
(
LIBIGL_WITH_OPENGL_GLFW
"Use GLFW"
ON
)
option
(
LIBIGL_WITH_OPENGL_GLFW_IMGUI
"Use ImGui"
ON
)
option
(
LIBIGL_WITH_PNG
"Use PNG"
OFF
)
option
(
LIBIGL_WITH_PYTHON
"Use Python"
OFF
)
option
(
LIBIGL_WITH_TETGEN
"Use Tetgen"
OFF
)
option
(
LIBIGL_WITH_TRIANGLE
"Use Triangle"
OFF
)
option
(
LIBIGL_WITH_VIEWER
"Use OpenGL viewer"
ON
)
option
(
LIBIGL_WITH_XML
"Use XML"
OFF
)
if
(
NOT LIBIGL_FOUND
)
find_package
(
LIBIGL REQUIRED QUIET
)
endif
()
# Add default project files
file
(
GLOB LIBFILES
${
PROJECT_SOURCE_DIR
}
/../include/*.*
)
source_group
(
"Library Files"
FILES
${
LIBFILES
}
)
include_directories
(
${
CMAKE_CURRENT_SOURCE_DIR
}
/../include
)
# Add your project files
file
(
GLOB SRCFILES *.cpp
)
file
(
GLOB HFILES *.h
)
add_definitions
(
-DIGL_VIEWER_VIEWER_QUIET
)
add_executable
(
${
PROJECT_NAME
}
${
SRCFILES
}
${
HFILES
}
${
LIBFILES
}
)
target_link_libraries
(
${
PROJECT_NAME
}
igl::core igl::opengl_glfw igl::opengl_glfw_imgui
)
\ No newline at end of file
4_collision/CollisionDetection.cpp
0 → 100644
View file @
f1356a59
#include "CollisionDetection.h"
void
CollisionDetection
::
computeBroadPhase
(
int
broadPhaseMethod
)
{
// compute possible collisions
m_overlappingBodys
.
clear
();
switch
(
broadPhaseMethod
)
{
case
0
:
{
// none
for
(
size_t
i
=
0
;
i
<
m_objects
.
size
();
i
++
)
{
for
(
size_t
j
=
i
+
1
;
j
<
m_objects
.
size
();
j
++
)
{
m_overlappingBodys
.
push_back
(
std
::
make_pair
(
i
,
j
));
}
}
break
;
}
case
1
:
{
// AABB
// compute bounding boxes
std
::
vector
<
AABB
>
aabbs
(
m_objects
.
size
());
for
(
size_t
i
=
0
;
i
<
aabbs
.
size
();
i
++
)
{
aabbs
[
i
].
computeAABB
(
m_objects
[
i
]);
}
for
(
size_t
i
=
0
;
i
<
m_objects
.
size
();
i
++
)
{
for
(
size_t
j
=
i
+
1
;
j
<
m_objects
.
size
();
j
++
)
{
// add pair of objects to possible collision if their
// bounding boxes overlap
if
(
aabbs
[
i
].
testCollision
(
aabbs
[
j
]))
{
m_overlappingBodys
.
push_back
(
std
::
make_pair
(
i
,
j
));
}
}
}
break
;
}
case
2
:
{
// TODO: implement other broad phase algorithm
break
;
}
}
}
void
CollisionDetection
::
computeNarrowPhase
(
int
narrowPhaseMethod
)
{
switch
(
narrowPhaseMethod
)
{
case
0
:
{
// exhaustive
// iterate through all pairs of possible collisions
for
(
auto
overlap
:
m_overlappingBodys
)
{
std
::
vector
<
Contact
>
temp_contacts
[
2
];
// compute intersection of a with b first and intersectino
// of b with a and store results in temp_contacts
for
(
int
switcher
=
0
;
switcher
<
2
;
switcher
++
)
{
RigidObject
*
a
=
&
m_objects
[(
!
switcher
)
?
overlap
.
first
:
overlap
.
second
];
RigidObject
*
b
=
&
m_objects
[(
!
switcher
)
?
overlap
.
second
:
overlap
.
first
];
Eigen
::
MatrixXd
Va
,
Vb
;
Eigen
::
MatrixXi
Fa
,
Fb
;
a
->
getMesh
(
Va
,
Fa
);
b
->
getMesh
(
Vb
,
Fb
);
// iterate through all faces of first object
for
(
int
face
=
0
;
face
<
Fa
.
rows
();
face
++
)
{
// iterate through all edges of given face
for
(
size_t
j
=
0
;
j
<
3
;
j
++
)
{
int
start
=
Fa
(
face
,
j
);
int
end
=
Fa
(
face
,
(
j
+
1
)
%
3
);
// check if there is a collision
ContactType
ct
=
isColliding
(
Va
.
row
(
start
),
Va
.
row
(
end
),
Vb
,
Fb
);
// find collision and check for duplicates
switch
(
ct
)
{
case
ContactType
::
VERTEXFACE
:
{
auto
ret
=
m_penetratingVertices
.
insert
(
Fa
(
face
,
j
));
// if not already in set
if
(
ret
.
second
)
{
Contact
temp_col
=
findVertexFaceCollision
(
Va
.
row
(
Fa
(
face
,
j
)),
Vb
,
Fb
);
temp_col
.
a
=
a
;
temp_col
.
b
=
b
;
temp_col
.
type
=
ContactType
::
VERTEXFACE
;
temp_contacts
[
switcher
].
push_back
(
temp_col
);
}
break
;
}
case
ContactType
::
EDGEEDGE
:
{
int
orderedStart
=
std
::
min
(
start
,
end
);
int
orderedEnd
=
std
::
max
(
start
,
end
);
auto
ret
=
m_penetratingEdges
.
insert
(
std
::
make_pair
(
orderedStart
,
orderedEnd
));
// if not already in set
if
(
ret
.
second
)
{
Contact
temp_col
=
findEdgeEdgeCollision
(
Va
.
row
(
orderedStart
),
Va
.
row
(
orderedEnd
),
Vb
,
Fb
);
temp_col
.
a
=
a
;
temp_col
.
b
=
b
;
temp_col
.
type
=
ContactType
::
EDGEEDGE
;
temp_contacts
[
switcher
].
push_back
(
temp_col
);
}
break
;
}
case
ContactType
::
NONE
:
{
break
;
}
}
}
}
}
// look for vertexFace
bool
found
=
false
;
for
(
int
i
=
0
;
i
<
2
;
i
++
)
{
for
(
auto
cont
:
temp_contacts
[
i
])
{
if
(
cont
.
type
==
ContactType
::
VERTEXFACE
)
{
m_contacts
.
push_back
(
cont
);
found
=
true
;
break
;
}
}
if
(
found
)
{
break
;
}
}
if
(
found
)
{
continue
;
}
// take single edgeedge if possible
if
(
temp_contacts
[
0
].
size
()
>
0
&&
temp_contacts
[
0
].
size
()
<
temp_contacts
[
1
].
size
())
{
for
(
int
i
=
0
;
i
<
temp_contacts
[
0
].
size
();
i
++
)
{
m_contacts
.
push_back
(
temp_contacts
[
0
][
i
]);
}
}
else
if
(
temp_contacts
[
1
].
size
()
>
0
&&
temp_contacts
[
0
].
size
()
>
temp_contacts
[
1
].
size
())
{
for
(
int
i
=
0
;
i
<
temp_contacts
[
1
].
size
();
i
++
)
{
m_contacts
.
push_back
(
temp_contacts
[
1
][
i
]);
}
}
else
if
(
temp_contacts
[
0
].
size
()
>
0
)
{
for
(
int
i
=
0
;
i
<
temp_contacts
[
0
].
size
();
i
++
)
{
m_contacts
.
push_back
(
temp_contacts
[
0
][
i
]);
}
}
else
if
(
temp_contacts
[
1
].
size
()
>
0
)
{
for
(
int
i
=
0
;
i
<
temp_contacts
[
1
].
size
();
i
++
)
{
m_contacts
.
push_back
(
temp_contacts
[
1
][
i
]);
}
}
}
break
;
}
case
1
:
{
// TODO: implement other narrow phase algorithm
break
;
}
}
}
void
CollisionDetection
::
applyImpulse
(
double
eps
)
{
// compute impulse for all contacts
for
(
auto
contact
:
m_contacts
)
{
Eigen
::
Vector3d
vrel_vec
=
contact
.
a
->
getVelocity
(
contact
.
p
)
-
contact
.
b
->
getVelocity
(
contact
.
p
);
double
vrel
=
contact
.
n
.
dot
(
vrel_vec
);
if
(
vrel
>
0
)
{
// bodies are moving apart
continue
;
}
// TODO: compute impulse and update the following momentums
//contact.a->setLinearMomentum();
//contact.b->setLinearMomentum();
//contact.a->setAngularMomentum();
//contact.b->setAngularMomentum();
}
}
\ No newline at end of file
4_collision/CollisionDetection.h
0 → 100644
View file @
f1356a59
#ifndef COLLISIONDETECTION_H
#define COLLISIONDETECTION_H
#include <igl/ray_mesh_intersect.h>
#include <set>
#include <utility>
#include <vector>
#include "AABB.h"
#include "RigidObject.h"
enum
class
ContactType
{
VERTEXFACE
,
EDGEEDGE
,
NONE
};
struct
Contact
{
RigidObject
*
a
;
// body containing vertex
RigidObject
*
b
;
// body containing face
Eigen
::
Vector3d
n
;
// world-space vertex location
Eigen
::
Vector3d
p
;
// outwards pointing normal of face
Eigen
::
Vector3d
ea
;
// edge direction for A
Eigen
::
Vector3d
eb
;
// edge direction for B
ContactType
type
;
// type of contact
};
class
CollisionDetection
{
public:
CollisionDetection
(
std
::
vector
<
RigidObject
>&
world
)
:
m_objects
(
world
)
{}
// pass objects in scene to collision detection
void
setObjects
(
std
::
vector
<
RigidObject
>&
world
)
{
m_objects
=
world
;
}
void
computeBroadPhase
(
int
broadPhaseMethod
);
// test if ray from start towards end intersects object with vertices V and
// faces F
ContactType
isColliding
(
const
Eigen
::
Vector3d
&
start
,
const
Eigen
::
Vector3d
&
end
,
const
Eigen
::
MatrixXd
&
V
,
const
Eigen
::
MatrixXi
&
F
)
{
std
::
vector
<
igl
::
Hit
>
hits
;
igl
::
ray_mesh_intersect
(
start
,
end
-
start
,
V
,
F
,
hits
);
// count number of intersections with object that happen between start
// and end (so along the edge)
int
cntr
=
0
;
for
(
auto
hit
:
hits
)
{
if
(
hit
.
t
>
0
&&
hit
.
t
<=
1
)
{
cntr
++
;
}
}
// if hits is odd then the ray enters through one face and
// does not leave again through another, hence the starting point is
// inside the object, if the number of intersections between start and
// end of edge are even, then the edge entering through one and leaving
// through another face, hence the edge is intersection the object
ContactType
ret
=
ContactType
::
NONE
;
if
(
hits
.
size
()
%
2
==
1
)
{
ret
=
ContactType
::
VERTEXFACE
;
}
if
(
cntr
%
2
==
0
&&
cntr
>
0
)
{
ret
=
ContactType
::
EDGEEDGE
;
}
return
ret
;
}
// compute normal for all faces and use it to find closesest face to
// given vertex
Contact
findVertexFaceCollision
(
const
Eigen
::
Vector3d
&
vertex
,
const
Eigen
::
MatrixXd
&
V
,
const
Eigen
::
MatrixXi
&
F
)
{
double
minDist
=
std
::
numeric_limits
<
double
>::
infinity
();
Eigen
::
Vector3d
minNormal
;
for
(
int
i
=
0
;
i
<
F
.
rows
();
i
++
)
{
Eigen
::
Vector3d
a
=
V
.
row
(
F
(
i
,
0
));
Eigen
::
Vector3d
b
=
V
.
row
(
F
(
i
,
1
));
Eigen
::
Vector3d
c
=
V
.
row
(
F
(
i
,
2
));
Eigen
::
Vector3d
n
=
-
(
b
-
a
).
cross
(
c
-
a
).
normalized
();
Eigen
::
Vector3d
v
=
vertex
-
a
;
double
distance
=
v
.
dot
(
n
);
// if vertex inside
if
(
distance
>=
0
)
{
if
(
distance
<
minDist
)
{
minDist
=
distance
;
minNormal
=
-
n
;
}
}
}
Contact
ret
;
ret
.
n
=
minNormal
;
ret
.
p
=
vertex
+
minDist
*
minNormal
;
return
ret
;
}
// loop over edges of faces and compute closest to given edge
Contact
findEdgeEdgeCollision
(
const
Eigen
::
Vector3d
&
start
,
const
Eigen
::
Vector3d
&
end
,
const
Eigen
::
MatrixXd
&
V
,
const
Eigen
::
MatrixXi
&
F
)
{
double
minDist
=
std
::
numeric_limits
<
double
>::
infinity
();
Contact
ret
;
for
(
int
i
=
0
;
i
<
F
.
rows
();
i
++
)
{
Eigen
::
Vector3d
a
=
V
.
row
(
F
(
i
,
0
));
Eigen
::
Vector3d
b
=
V
.
row
(
F
(
i
,
1
));
Eigen
::
Vector3d
c
=
V
.
row
(
F
(
i
,
2
));
Eigen
::
Vector3d
n_face
=
-
(
b
-
a
).
cross
(
c
-
a
).
normalized
();
for
(
int
j
=
0
;
j
<
3
;
j
++
)
{
Eigen
::
Vector3d
s
=
V
.
row
(
F
(
i
,
j
));
Eigen
::
Vector3d
e
=
V
.
row
(
F
(
i
,
(
j
+
1
)
%
3
));
Eigen
::
Vector3d
ea
=
end
-
start
;
Eigen
::
Vector3d
eb
=
e
-
s
;
Eigen
::
Vector3d
n
=
(
ea
).
cross
(
eb
);
// direction of shortest distance
double
distance
=
n
.
dot
(
start
-
s
)
/
n
.
norm
();
Eigen
::
Vector3d
plane_normal
=
n
.
cross
(
eb
).
normalized
();
double
t
=
(
s
-
start
).
dot
(
plane_normal
)
/
(
ea
.
dot
(
plane_normal
));
if
(
n_face
.
dot
(
n
)
<
0
&&
distance
<
0
&&
-
distance
<
minDist
&&
t
>=
0
&&
t
<=
1
)
{
ret
.
ea
=
ea
;
ret
.
eb
=
eb
;
ret
.
n
=
n
;
ret
.
p
=
start
+
t
*
ea
;
minDist
=
-
distance
;
}
}
}
return
ret
;
}
void
computeNarrowPhase
(
int
narrowPhaseMethod
);
void
applyImpulse
(
double
eps
=
1.0
);
void
clearDataStructures
()
{
m_penetratingEdges
.
clear
();
m_penetratingVertices
.
clear
();
m_overlappingBodys
.
clear
();
m_contacts
.
clear
();
}
void
computeCollisionDetection
(
int
broadPhaseMethod
=
0
,
int
narrowPhaseMethod
=
0
,
double
eps
=
1.0
)
{
clearDataStructures
();
computeBroadPhase
(
broadPhaseMethod
);
computeNarrowPhase
(
narrowPhaseMethod
);
applyImpulse
(
eps
);
}
std
::
vector
<
Contact
>
getContacts
()
{
return
m_contacts
;
}
std
::
vector
<
RigidObject
>&
m_objects
;
// all objects in scene
// result of broadphase, pairs of objects with possible collisions
std
::
vector
<
std
::
pair
<
size_t
,
size_t
>>
m_overlappingBodys
;
// set of vertex indices that penetrate a face, used to avoid duplicates
std
::
set
<
int
>
m_penetratingVertices
;
// set of pairs of vertex indices that represent a penetrating edge, used to
// avoid duplicates
std
::
set
<
std
::
pair
<
int
,
int
>>
m_penetratingEdges
;
// computed contact points
std
::
vector
<
Contact
>
m_contacts
;
};
#endif
4_collision/CollisionSim.h
0 → 100644
View file @
f1356a59
#include "CollisionDetection.h"
#include "Simulation.h"
#include <deque>
using
namespace
std
;
/*
*/
class
CollisionSim
:
public
Simulation
{
public:
CollisionSim
()
:
Simulation
(),
m_collisionDetection
(
m_objects
)
{
init
();
}
const
int
NUM_CUBES
=
5
;
// complexity of scene
virtual
void
init
()
override
{
std
::
string
path
=
"cube.off"
;
for
(
int
i
=
0
;
i
<
NUM_CUBES
;
i
++
)
{
m_objects
.
push_back
(
RigidObject
(
path
));
}
path
=
"cube_shallow.off"
;
for
(
int
i
=
0
;
i
<
5
;
++
i
)
{
m_objects
.
push_back
(
RigidObject
(
path
));
}
m_collisionDetection
.
setObjects
(
m_objects
);
m_dt
=
1e-3
*
3
;
m_gravity
<<
0
,
-
9.81
,
0
;
m_mass
=
1.0
;
m_showContacts
=
false
;
m_broadPhaseMethod
=
0
;
m_narrowPhaseMethod
=
0
;
m_eps
=
1.0
;
reset
();
}
virtual
void
resetMembers
()
override
{
for
(
auto
&
o
:
m_objects
)
{
o
.
reset
();
}
double
x1
=
5
;
double
y1
=
4
;
m_objects
[
0
].
setPosition
(
Eigen
::
Vector3d
(
0
,
y1
,
0
));
m_objects
[
0
].
setRotation
(
Eigen
::
Quaterniond
(
0
,
-
0.3444844
,
-
0.3444844
,
-
0.8733046
));
Eigen
::
RowVector3d
c0
(
204.0
/
255.0
,
0
,
0
);
Eigen
::
RowVector3d
c1
(
0
,
128.0
/
255.0
,
204.0
/
255.0
);
for
(
int
i
=
1
;
i
<
NUM_CUBES
;
++
i
)
{
m_objects
[
i
].
setPosition
(
Eigen
::
Vector3d
(
x1
,
y1
*
(
i
+
1
),
0
));
double
a
=
double
(
i
+
1
)
/
NUM_CUBES
;
m_objects
[
i
].
setColors
(
c0
*
a
+
c1
*
(
1
-
a
));
}
for
(
size_t
i
=
0
;
i
<
NUM_CUBES
;
i
++
)
{
m_objects
[
i
].
setMass
(
m_mass
);
}
for
(
int
i
=
0
;
i
<
5
;
++
i
)
{
m_objects
[
i
+
NUM_CUBES
].
setScale
(
10
);
m_objects
[
i
+
NUM_CUBES
].
setType
(
ObjType
::
STATIC
);
m_objects
[
i
+
NUM_CUBES
].
setColors
(
Eigen
::
RowVector3d
(
0.5
,
0.5
,
0.5
));
m_objects
[
i
+
NUM_CUBES
].
setMass
(
std
::
numeric_limits
<
double
>::
max
());
}
m_objects
[
0
+
NUM_CUBES
].
setPosition
(
Eigen
::
Vector3d
(
0
,
-
0.1
,
0
));
m_objects
[
1
+
NUM_CUBES
].
setPosition
(
Eigen
::
Vector3d
(
-
10.1
,
10
,
0
));
m_objects
[
1
+
NUM_CUBES
].
setRotation
(
Eigen
::
Quaterniond
(
0.7071
,
0
,
0
,
0.7071
));
m_objects
[
2
+
NUM_CUBES
].
setPosition
(
Eigen
::
Vector3d
(
10.1
,
10
,
0
));
m_objects
[
2
+
NUM_CUBES
].
setRotation
(
Eigen
::
Quaterniond
(
0.7071
,
0
,
0
,
0.7071
));
m_objects
[
3
+
NUM_CUBES
].
setPosition
(
Eigen
::
Vector3d
(
0
,
10
,
-
10.1
));
m_objects
[
3
+
NUM_CUBES
].
setRotation
(
Eigen
::
Quaterniond
(
0.5
,
0.5
,
0.5
,
0.5
));
m_objects
[
4
+
NUM_CUBES
].
setPosition
(
Eigen
::
Vector3d
(
0
,
10
,
10.1
));
m_objects
[
4
+
NUM_CUBES
].
setRotation
(
Eigen
::
Quaterniond
(
0.5
,
0.5
,
0.5
,
0.5
));
updateVars
();
}
virtual
void
updateRenderGeometry
()
override
{
for
(
size_t
i
=
0
;
i
<
m_objects
.
size
();
i
++
)
{
RigidObject
&
o
=
m_objects
[
i
];
if
(
o
.
getID
()
<
0
)
{
m_renderVs
.
emplace_back
();
m_renderFs
.
emplace_back
();
}
m_objects
[
i
].
getMesh
(
m_renderVs
[
i
],
m_renderFs
[
i
]);
}
}
virtual
bool
advance
()
override
{
// compute the collision detection
m_collisionDetection
.
computeCollisionDetection
(
m_broadPhaseMethod
,
m_narrowPhaseMethod
,
m_eps
);
// apply forces (only gravity in this case)
for
(
auto
&
o
:
m_objects
)
{
o
.
applyForceToCOM
(
m_gravity
);
}
for
(
auto
&
o
:
m_objects
)
{
// integrate velocities
o
.
setLinearMomentum
(
o
.
getLinearMomentum
()
+
m_dt
*
o
.
getForce
());
o
.
setAngularMomentum
(
o
.
getAngularMomentum
()
+
m_dt
*
o
.
getTorque
());
o
.
resetForce
();
o
.
resetTorque
();
// angular velocity (matrix)
Eigen
::
Vector3d
w
=
o
.
getAngularVelocity
();
Eigen
::
Quaterniond
wq
;
wq
.
w
()
=
0
;
wq
.
vec
()
=
w
;
// integrate position and rotation
o
.
setPosition
(
o
.
getPosition
()
+
m_dt
*
o
.
getLinearVelocity
());
Eigen
::
Quaterniond
q
=
o
.
getRotation
();
Eigen
::
Quaterniond
dq
=
wq
*
q
;
Eigen
::
Quaterniond
new_q
;
new_q
.
w
()
=
q
.
w
()
+
0.5
*
m_dt
*
dq
.
w
();
new_q
.
vec
()
=
q
.
vec
()
+
0.5
*
m_dt
*
dq
.
vec
();
o
.
setRotation
(
new_q
.
normalized
());
}
// advance time
m_time
+=
m_dt
;
m_step
++
;
return
false
;
}
virtual
void
renderRenderGeometry
(
igl
::
opengl
::
glfw
::
Viewer
&
viewer
)
override
{
for
(
size_t
i
=
0
;
i
<
m_objects
.
size
();
i
++
)
{
RigidObject
&
o
=
m_objects
[
i
];
if
(
o
.
getID
()
<
0
)
{
int
new_id
=
0
;
if
(
i
>
0
)
{
new_id
=
viewer
.
append_mesh
();
o
.
setID
(
new_id
);
}
else
{
o
.
setID
(
new_id
);
}
size_t
meshIndex
=
viewer
.
mesh_index
(
o
.
getID
());
if
(
i
>=
NUM_CUBES
)
{
viewer
.
data_list
[
meshIndex
].
show_lines
=
true
;
viewer
.
data_list
[
meshIndex
].
show_faces
=
false
;
}
else
{
viewer
.
data_list
[
meshIndex
].
show_lines
=
false
;
}
viewer
.
data_list
[
meshIndex
].
set_face_based
(
true
);
viewer
.
data_list
[
meshIndex
].
point_size
=
2.0
f
;
viewer
.
data_list
[
meshIndex
].
clear
();
}
size_t
meshIndex
=
viewer
.
mesh_index
(
o
.
getID
());
viewer
.
data_list
[
meshIndex
].
set_mesh
(
m_renderVs
[
i
],
m_renderFs
[
i
]);
viewer
.
data_list
[
meshIndex
].
compute_normals
();
Eigen
::
MatrixXd
color
;
o
.
getColors
(
color
);
viewer
.
data_list
[
meshIndex
].
set_colors
(
color
);
}
if
(
m_showContacts
)
{
// number of timesteps to keep showing collision
int
delay
=
10
;
// clear old points
viewer
.
data_list
[
1
].
points
=
Eigen
::
MatrixXd
(
0
,
6
);
viewer
.
data_list
[
1
].
point_size
=
10.0
f
;
// remove expired points
while
(
m_contactMemory
.
size
()
>
0
&&
m_contactMemory
.
front
().
second
+
delay
<
m_step
)
{
m_contactMemory
.
pop_front
();
}
// get new points and add them to memory
auto
contacts
=
m_collisionDetection
.
getContacts
();
for
(
auto
&
contact
:
contacts
)
{
m_contactMemory
.
push_back
(
std
::
make_pair
(
contact
,
m_step
));
}
// show points
for
(
auto
&
contact_int_p
:
m_contactMemory
)
{
viewer
.
data_list
[
1
].
add_points
(
contact_int_p
.
first
.
p
.
transpose
(),
(
contact_int_p
.
first
.
type
==
ContactType
::
EDGEEDGE
)
?
Eigen
::
RowVector3d
(
0
,
1
,
0
)
:
Eigen
::
RowVector3d
(
0
,
0
,
1
));
}
}
}
#pragma region SettersAndGetters
/*
* Compute magnitude and direction of momentum and apply it to o
*/
void
updateVars
()
{
Eigen
::
Vector3d
momentum
;
momentum
<<
std
::
sin
(
m_angle
),
std
::
cos
(
m_angle
),
0
;
momentum
*=
m_force
;
m_objects
[
0
].
setLinearMomentum
(
momentum
);
}
void
setAngle
(
double
a
)
{
m_angle
=
a
;
updateVars
();
}
void
setForce
(
double
f
)
{
m_force
=
f
;
updateVars
();
}
void
setMass
(
double
m
)
{
m_mass
=
m
;
}
void
showContacts
(
bool
s
)
{
if
(
!
s
)
{
m_contactMemory
.
clear
();
}
m_showContacts
=
s
;
}
void
setBroadPhaseMethod
(
int
m
)
{
m_broadPhaseMethod
=
m
;
}
void
setNarrowPhaseMethod
(
int
m
)
{
m_narrowPhaseMethod
=
m
;
}
void
setEps
(
double
eps
)
{
m_eps
=
eps
;
}
Eigen
::
Vector3d
getKineticEnergy
()
{
Eigen
::
Vector3d
res
;
res
.
setZero
();
for
(
auto
o
:
m_objects
)
{
if
(
o
.
getType
()
==
ObjType
::
STATIC
)
continue
;
Eigen
::
Vector3d
rotE
=
0.5
*
o
.
getInertia
().
diagonal
().
cwiseProduct
(
o
.
getAngularVelocity
());
Eigen
::
Vector3d
kinE
=
0.5
*
o
.
getMass
()
*
o
.
getLinearVelocity
().
array
().
square
();
res
+=
rotE
+
kinE
;
}
return
res
;
}
Eigen
::
Vector3d
getLinearMomentum
()
{
Eigen
::
Vector3d
res
;
res
.
setZero
();
for
(
auto
o
:
m_objects
)
{
if
(
o
.
getType
()
==
ObjType
::
STATIC
)
continue
;
res
+=
o
.
getLinearMomentum
();
}
return
res
;
}
Eigen
::
Vector3d
getAngularMomentum
()
{
Eigen
::
Vector3d
res
;
res
.
setZero
();
for
(
auto
o
:
m_objects
)
{
if
(
o
.
getType
()
==
ObjType
::
STATIC
)
continue
;
res
+=
o
.
getAngularMomentum
();
}
return
res
;
}
#pragma endregion SettersAndGetters
private:
[[
maybe_unused
]]
int
m_method
;
// id of integrator to be used (0: analytical, 1: explicit
// euler, 2: semi-implicit euler)
double
m_angle
;
double
m_force
;
double
m_mass
;
Eigen
::
Vector3d
m_gravity
;
CollisionDetection
m_collisionDetection
;
int
m_broadPhaseMethod
;
int
m_narrowPhaseMethod
;
double
m_eps
;
std
::
vector
<
Eigen
::
MatrixXd
>
m_renderVs
;
// vertex positions for rendering
std
::
vector
<
Eigen
::
MatrixXi
>
m_renderFs
;
// face indices for rendering
bool
m_showContacts
;
std
::
deque
<
std
::
pair
<
Contact
,
int
>>
m_contactMemory
;
};
\ No newline at end of file
4_collision/main.cpp
0 → 100644
View file @
f1356a59
#include <igl/writeOFF.h>
#include "CollisionSim.h"
#include "Gui.h"
class
CollisionGui
:
public
Gui
{
public:
float
m_angle
=
1.047
f
;
float
m_force
=
10.0
f
;
float
m_dt
=
1e-1
*
3
;
float
m_mass
=
1.0
;
bool
m_showContacts
=
false
;
bool
m_useAABB
=
false
;
float
m_eps
=
0.6
;
int
m_maxHistory
=
200
;
std
::
vector
<
float
>
m_energy_history
;
int
m_selectedBroadPhase
=
0
;
const
std
::
vector
<
char
const
*>
m_broadphases
=
{
"None"
,
"AABB"
,
"Own"
};
int
m_selectedNarrowPhase
=
0
;
const
std
::
vector
<
char
const
*>
m_narrowphases
=
{
"Exhaustive"
,
"Own"
};
CollisionSim
*
p_CollisionSim
=
NULL
;
CollisionGui
()
{
p_CollisionSim
=
new
CollisionSim
();
setSimulation
(
p_CollisionSim
);
// show vertex velocity instead of normal
callback_clicked_vertex
=
[
&
](
int
clickedVertexIndex
,
int
clickedObjectIndex
,
Eigen
::
Vector3d
&
pos
,
Eigen
::
Vector3d
&
dir
)
{
RigidObject
&
o
=
p_CollisionSim
->
getObjects
()[
clickedObjectIndex
];
pos
=
o
.
getVertexPosition
(
clickedVertexIndex
);
dir
=
o
.
getVelocity
(
pos
);
};
start
();
}
virtual
void
updateSimulationParameters
()
override
{
p_CollisionSim
->
setForce
(
m_force
);
p_CollisionSim
->
setAngle
(
m_angle
);
p_CollisionSim
->
setTimestep
(
m_dt
);
p_CollisionSim
->
setMass
(
m_mass
);
p_CollisionSim
->
setEps
(
m_eps
);
}
virtual
void
clearSimulation
()
override
{
p_CollisionSim
->
showContacts
(
false
);
p_CollisionSim
->
showContacts
(
m_showContacts
);
}
virtual
void
drawSimulationParameterMenu
()
override
{
ImGui
::
SliderAngle
(
"Angle"
,
&
m_angle
,
-
180.0
f
,
180.0
f
);
ImGui
::
InputFloat
(
"Force"
,
&
m_force
,
0
,
0
);
ImGui
::
InputFloat
(
"Mass"
,
&
m_mass
,
0
,
0
);
ImGui
::
InputFloat
(
"dt"
,
&
m_dt
,
0
,
0
);
if
(
ImGui
::
Checkbox
(
"Show contacts"
,
&
m_showContacts
))
{
p_CollisionSim
->
showContacts
(
m_showContacts
);
}
if
(
ImGui
::
Combo
(
"Broadphase"
,
&
m_selectedBroadPhase
,
m_broadphases
.
data
(),
m_broadphases
.
size
()))
{
p_CollisionSim
->
setBroadPhaseMethod
(
m_selectedBroadPhase
);
}
if
(
ImGui
::
Combo
(
"Narrowphase"
,
&
m_selectedNarrowPhase
,
m_narrowphases
.
data
(),
m_narrowphases
.
size
()))
{
p_CollisionSim
->
setNarrowPhaseMethod
(
m_selectedNarrowPhase
);
}
ImGui
::
InputFloat
(
"eps"
,
&
m_eps
,
0
,
0
);
}
virtual
void
drawSimulationStats
()
override
{
Eigen
::
Vector3d
E
=
p_CollisionSim
->
getKineticEnergy
();
m_energy_history
.
push_back
(
E
.
cast
<
float
>
().
cwiseAbs
().
sum
());
if
(
m_energy_history
.
size
()
>
m_maxHistory
)
m_energy_history
.
erase
(
m_energy_history
.
begin
(),
m_energy_history
.
begin
()
+
1
);
ImGui
::
Text
(
"E: %.3f, %.3f, %.3f"
,
E
(
0
),
E
(
1
),
E
(
2
));
ImGui
::
PlotLines
(
"Total Energy"
,
&
m_energy_history
[
0
],
m_energy_history
.
size
(),
0
,
NULL
,
0
,
1000
,
ImVec2
(
0
,
200
));
Eigen
::
Vector3d
p
=
p_CollisionSim
->
getLinearMomentum
();
ImGui
::
Text
(
"M: %.3f, %.3f, %.3f"
,
p
(
0
),
p
(
1
),
p
(
2
));
Eigen
::
Vector3d
l
=
p_CollisionSim
->
getAngularMomentum
();
ImGui
::
Text
(
"L: %.3f, %.3f, %.3f"
,
l
(
0
),
l
(
1
),
l
(
2
));
}
};
int
main
(
int
argc
,
char
*
argv
[])
{
new
CollisionGui
();
return
0
;
}
\ No newline at end of file
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