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/******************************************************************************
* SOFA, Simulation Open-Framework Architecture, version 1.0 beta 4 *
* (c) 2006-2009 MGH, INRIA, USTL, UJF, CNRS *
* *
* This library is free software; you can redistribute it and/or modify it *
* under the terms of the GNU Lesser General Public License as published by *
* the Free Software Foundation; either version 2.1 of the License, or (at *
* your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, but WITHOUT *
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or *
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License *
* for more details. *
* *
* You should have received a copy of the GNU Lesser General Public License *
* along with this library; if not, write to the Free Software Foundation, *
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
*******************************************************************************
* SOFA :: Framework *
* *
* Authors: M. Adam, J. Allard, B. Andre, P-J. Bensoussan, S. Cotin, C. Duriez,*
* H. Delingette, F. Falipou, F. Faure, S. Fonteneau, L. Heigeas, C. Mendoza, *
* M. Nesme, P. Neumann, J-P. de la Plata Alcade, F. Poyer and F. Roy *
* *
* Contact information: contact@sofa-framework.org *
******************************************************************************/
#ifndef SOFA_CORE_COLLISIONMODEL_H
#define SOFA_CORE_COLLISIONMODEL_H
#include <vector>
#include <sofa/core/objectmodel/BaseObject.h>
#include <sofa/core/CollisionElement.h>
namespace sofa
{
namespace core
{
/**
* \brief Abstract CollisionModel interface.
*
* A CollisionModel contains a list of same-type elements. It can be part of a
* list of CollisionModels, each describing a level in a bounding-volume
* hierarchy.
*
* Each CollisionModel stores a pointer to the next model in the hierarchy
* (i.e. finer / lower / child level) as well as the previous model (i.e.
* coarser / upper / parent level). The first CollisionModel in this list is
* the root of the hierarchy and contains only one element. The last
* CollisionModel contains the leaves of the hierarchy which are the real
* elements of the object.
*
* Each element inside CollisionModels except for the last one can have a list
* of children. There are 2 types of child elements:
* \li internal children: child elements of the same type as their parent (often
* corresponding to non-final elements)
* \li external children: child elements of a different type (often corresponding
* to the final elements)
*
*/
class SOFA_CORE_API CollisionModel : public virtual objectmodel::BaseObject
{
public:
typedef CollisionElementIterator Iterator;
typedef componentmodel::topology::BaseMeshTopology Topology;
/// Constructor
CollisionModel()
: bActive(initData(&bActive, true, "active", "flag indicating if this collision model is active and should be included in default collision detections"))
, bMoving(initData(&bMoving, true, "moving", "flag indicating if this object is changing position between iterations"))
, bSimulated(initData(&bSimulated, true, "simulated", "flag indicating if this object is controlled by a simulation"))
, bSelfCollision(initData(&bSelfCollision, false, "selfCollision", "flag indication if the object can self collide"))
, proximity(initData(&proximity, 0.0, "proximity", "Distance to the actual (visual) surface"))
, contactStiffness(initData(&contactStiffness, 10.0, "contactStiffness", "Default contact stiffness"))
, contactFriction(initData(&contactFriction, 0.01, "contactFriction", "Default contact friction (damping) coefficient"))
, contactResponse(initData(&contactResponse, "contactResponse", "if set, indicate to the ContactManager that this model should use the given class of contacts.\nNote that this is only indicative, and in particular if both collision models specify a different class it is up to the manager to choose."))
, group(initData(&group, 0, "group", "If not zero, ID of a group containing this model. No collision can occur between collision models of the same group (allowing the same object to have multiple collision models)"))
, color(initData(&color, defaulttype::Vec4f(1,0,0,1), "color", "color used to display the collision model if requested"))
, size(0), previous(NULL) , next(NULL), numberOfContacts(0)
{
}
virtual void bwdInit()
{
getColor4f(); //init the color to default value
}
/// Destructor
virtual ~CollisionModel() { }
/// Return true if there are no elements
bool empty() const
{
return size==0;
}
/// Get the number of elements.
int getSize() const
{
return size;
}
/// Get the number of contacts attached to the collision model
int getNumberOfContacts() const
{
return numberOfContacts;
}
/// Set the number of contacts attached to the collision model
void setNumberOfContacts(int i)
{
numberOfContacts = i;
}
/// Set the number of elements.
virtual void resize(int s)
{
size = s;
}
/// Return an iterator to the first element.
Iterator begin()
{
return Iterator(this,0);
}
/// Return an iterator pointing after the last element.
Iterator end()
{
return Iterator(this,size);
}
/// Return the next (finer / lower / child level) CollisionModel in the hierarchy.
CollisionModel* getNext()
{
return next;
}
/// Return the previous (coarser / upper / parent level) CollisionModel in the hierarchy.
CollisionModel* getPrevious()
{
return previous;
}
/// Set the next (finer / lower / child level) CollisionModel in the hierarchy.
void setNext(CollisionModel* val)
{
next = val;
}
/// Set the previous (coarser / upper / parent level) CollisionModel in the hierarchy.
void setPrevious(CollisionModel* val)
{
previous = val;
}
/// \brief Return true if this CollisionModel should be used for collisions.
///
/// Default to true.
virtual bool isActive() const { return bActive.getValue() && getContext()->isActive(); }
/// \brief Set true if this CollisionModel should be used for collisions.
virtual void setActive(bool val=true) { bActive.setValue(val); }
/// \brief Return true if this CollisionModel is changing position between
/// iterations.
///
/// Default to true.
virtual bool isMoving() const { return bMoving.getValue(); }
/// \brief Set true if this CollisionModel is changing position between
/// iterations.
virtual void setMoving(bool val=true) { bMoving.setValue(val); }
/// \brief Return true if this CollisionModel is attached to a simulation.
/// It is false for immobile or procedurally animated objects that don't
/// use contact forces
///
/// Default to true.
virtual bool isSimulated() const { return bSimulated.getValue(); }
/// \brief Set true if this CollisionModel is attached to a simulation.
virtual void setSimulated(bool val=true) { bSimulated.setValue(val); }
/// Create or update the bounding volume hierarchy.
virtual void computeBoundingTree(int maxDepth=0) = 0;
/// \brief Create or update the bounding volume hierarchy, accounting for motions
/// within the given timestep.
///
/// Default to computeBoundingTree().
virtual void computeContinuousBoundingTree(double /*dt*/, int maxDepth=0) { computeBoundingTree(maxDepth); }
/// \brief Return the list (as a pair of iterators) of <i>internal children</i> of
/// an element.
///
/// Internal children are child elements of the same type as their parent
/// (often corresponding to non-final elements). This distinction is used
/// to optimize the intersection tests inside the hierarchy, as internal
/// children can be processed without dynamically retrieving a new
/// intersection method.
///
/// Default to empty (i.e. two identical iterators)
virtual std::pair<CollisionElementIterator,CollisionElementIterator> getInternalChildren(int /*index*/) const
{
return std::make_pair(CollisionElementIterator(),CollisionElementIterator());
}
/// \brief Return the list (as a pair of iterators) of <i>external children</i> of
/// an element.
///
/// External children are child elements of a different type than their
/// parent (often corresponding to the final elements).
///
/// Default to empty (i.e. two identical iterators)
virtual std::pair<CollisionElementIterator,CollisionElementIterator> getExternalChildren(int /*index*/) const
{
return std::make_pair(CollisionElementIterator(),CollisionElementIterator());
}
/// \brief Checks if the element(index) is a leaf and a primitive of the collision model.
///
/// Default to true since triangle model, line model, etc. does not have this method implemented and they
/// are themselves (normally) leaves and primitives
virtual bool isLeaf( int /*index*/ ) const
{
return true; //e.g. Triangle will return true
}
/// \brief Test if this model can collide with another model.
///
/// Note that this test is only related to <b>what</b> are the two models
/// (i.e. which type, attached to which object) and not <b>where</b> they
/// are in space. It is used to prune unnecessary or invalid collisions
/// (i.e. vertices of an object should be tested with triangles of another
/// but not the same object).
///
/// Default to false if the collision models are attached to the same
/// context (i.e. the same node in the scenegraph).
virtual bool canCollideWith(CollisionModel* model)
{
if (model != this && this->group.getValue() != 0 && this->group.getValue() == model->group.getValue())
return false;
else if (model->getContext() != this->getContext())
return true;
else return bSelfCollision.getValue();
}
//virtual bool canCollideWith(CollisionModel* model) { return model != this; }
/// \brief Test if two elements can collide with each other.
///
/// This method should be implemented by models supporting
/// self-collisions to prune tests between adjacent elements.
///
/// Default to true. Note that this method assumes that canCollideWith(model2)
/// was already used to test if the collision models can collide.
virtual bool canCollideWithElement(int /*index*/, CollisionModel* /*model2*/, int /*index2*/) { return true; }
/// Render an collision element.
virtual void draw(int /*index*/) {}
/// Render the whole collision model.
virtual void draw() {}
/// Return the first (i.e. root) CollisionModel in the hierarchy.
CollisionModel* getFirst()
{
CollisionModel *cm = this;
CollisionModel *cm2;
while ((cm2 = cm->getPrevious())!=NULL)
cm = cm2;
return cm;
}
/// Return the last (i.e. leaf) CollisionModel in the hierarchy.
CollisionModel* getLast()
{
CollisionModel *cm = this;
CollisionModel *cm2;
while ((cm2 = cm->getNext())!=NULL)
cm = cm2;
return cm;
}
/// Helper method to get or create the previous model in the hierarchy.
template<class DerivedModel>
DerivedModel* createPrevious()
{
DerivedModel* pmodel = dynamic_cast<DerivedModel*>(previous);
if (pmodel == NULL)
{
if (previous != NULL)
delete previous;
pmodel = new DerivedModel();
pmodel->setContext(getContext());
pmodel->setMoving(isMoving());
pmodel->setSimulated(isSimulated());
pmodel->proximity.setValue(proximity.getValue());
pmodel->group.setValue(group.getValue());
previous = pmodel;
pmodel->setNext(this);
}
return pmodel;
}
/// @name Experimental methods
/// @{
/// Get distance to the actual (visual) surface
double getProximity() { return proximity.getValue(); }
/// Get contact stiffness
double getContactStiffness(int /*index*/) { return contactStiffness.getValue(); }
/// Set contact stiffness
void setContactStiffness(double stiffness) { contactStiffness.setValue(stiffness); }
/// Get contact friction (damping) coefficient
double getContactFriction(int /*index*/) { return contactFriction.getValue(); }
/// Set contact friction (damping) coefficient
void setContactFriction(double friction) { contactFriction.setValue(friction); }
/// Contact response algorithm
std::string getContactResponse() { return contactResponse.getValue(); }
/// If not zero, ID of a group containing this model. No collision can occur between collision
/// models of the same group (allowing the same object to have multiple collision models)
int getGroup() const { return group.getValue(); }
/// Set ID of group of this model. No collision can occur between collision
/// models of the same group (allowing the same object to have multiple collision models)
void setGroup(const int groupId) { group.setValue(groupId); }
/// @}
/// Topology associated to the collision model
virtual Topology* getTopology() { return getContext()->getMeshTopology(); }
/// BaseMeshTopology associated to the collision model
virtual sofa::core::componentmodel::topology::BaseMeshTopology* getMeshTopology() { return getContext()->getMeshTopology(); }
/// Get a color that can be used to display this CollisionModel
const float* getColor4f();
/// Set a color that can be used to display this CollisionModel
void setColor4f(const float *c){color.setValue(defaulttype::Vec4f(c[0],c[1],c[2],c[3]));};
protected:
/// flag indicating if this collision model is active and should be included in default
/// collision detections
Data<bool> bActive;
///flag indicating if this object is changing position between iterations
Data<bool> bMoving;
/// flag indicating if this object is controlled by a simulation
Data<bool> bSimulated;
/// flag indication if the object can self collide
Data<bool> bSelfCollision;
/// Distance to the actual (visual) surface
Data<double> proximity;
/// Default contact stiffness
Data<double> contactStiffness;
/// Default contact friction (damping) coefficient
Data<double> contactFriction;
/// contactResponse", "if set, indicate to the ContactManager that this model should use the
/// given class of contacts.\nNote that this is only indicative, and in particular if both
/// collision models specify a different class it is up to the manager to choose.
Data<std::string> contactResponse;
/// If not zero, ID of a group containing this model. No collision can occur between collision
/// models of the same group (allowing the same object to have multiple collision models)
Data<int> group;
/// color used to display the collision model if requested
Data<defaulttype::Vec4f> color;
/// Number of collision elements
int size;
/// Pointer to the previous (coarser / upper / parent level) CollisionModel in the hierarchy.
CollisionModel* previous;
/// Pointer to the next (finer / lower / child level) CollisionModel in the hierarchy.
CollisionModel* next;
/// number of contacts attached to the collision model
int numberOfContacts;
};
} // namespace core
} // namespace sofa
#endif
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