/*========================================================================== -------------------------------------------------- Program: ESQUI Info and Bugs: {marf,jballesteros}@itccanarias.org url: http://motivando.me -------------------------------------------------- Copyright (c) 2006-2007, Center for Technology in Medicine (CTM), University of Las Palmas de Gran Canaria (ULPGC), Canary Islands, Spain. Copyright (c) 2007-2010, Institute of Technology at CanaryIslands (ITC), Canary Islands, Spain. This software is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License (LGPL) as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: 1) Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. 2) Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. You should have received a copy of the GNU Lesser General Public License along with this program. If not, see . THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHORS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ==========================================================================*/ #include "vtkScenarioElement.h" #include "vtkObjectFactory.h" #include "vtkInformation.h" #include "vtkInformationVector.h" #include "vtkTransform.h" #include "vtkMath.h" #include "vtkIdList.h" #include "vtkPointLocator.h" #include "vtkSmartPointer.h" #include "vtkXMLPolyDataReader.h" #include "vtkModelCollection.h" #include "vtkCollisionModel.h" #include "vtkVisualizationModel.h" #include "vtkDeformationModel.h" #include "vtkCollisionCollection.h" #include "vtkCollision.h" #include "vtkMath.h" vtkCxxRevisionMacro(vtkScenarioElement, "$Revision: 0.1 $"); vtkStandardNewMacro(vtkScenarioElement); //-------------------------------------------------------------------------- vtkScenarioElement::vtkScenarioElement() { this->Id = -1; this->Name = NULL; this->RenderWindow = NULL; this->Renderer = NULL; this->Initialized = 0; this->Type = Organ; this->Status = 1; this->Scale[0] = this->Scale[1] = this->Scale[2] = 1.0; this->DeltaT = 1.0; this->Position[0]=this->Position[1]=this->Position[2]=0.0; this->Velocity[0]=this->Velocity[1]=this->Velocity[2]=0.0; this->Acceleration[0]=this->Acceleration[1]=this->Acceleration[2]=0.0; this->Orientation[0]=this->Orientation[1]=this->Orientation[2]=0.0; this->Origin[0]=this->Origin[1]=this->Origin[2]=0.0; this->Direction[0]=this->Direction[1]=this->Direction[2]=0.0; this->Transform = NULL; this->Matrix = NULL; this->SynchronizationMap = NULL; this->CollisionModel = NULL; this->VisualizationModel = NULL; this->DeformationModel = NULL; this->Models = NULL; } //-------------------------------------------------------------------------- vtkScenarioElement::~vtkScenarioElement() { if(this->Models) this->Models->Delete(); } //-------------------------------------------------------------------------- void vtkScenarioElement::SetRenderWindow(vtkRenderWindow * r){ this->RenderWindow = r; } //-------------------------------------------------------------------------- vtkRenderWindow * vtkScenarioElement::GetRenderWindow(){ return this->RenderWindow; } //-------------------------------------------------------------------------- void vtkScenarioElement::SetModels(vtkModelCollection * m){ this->Models = m; } //-------------------------------------------------------------------------- vtkModelCollection * vtkScenarioElement::GetModels(){ return this->Models; } //-------------------------------------------------------------------------- void vtkScenarioElement::SetVisualizationModel(vtkVisualizationModel * m){ this->VisualizationModel = m; } //-------------------------------------------------------------------------- vtkVisualizationModel * vtkScenarioElement::GetVisualizationModel(){ return this->VisualizationModel; } //-------------------------------------------------------------------------- void vtkScenarioElement::SetCollisionModel(vtkCollisionModel * m){ this->CollisionModel = m; } //-------------------------------------------------------------------------- vtkCollisionModel * vtkScenarioElement::GetCollisionModel(){ return this->CollisionModel; } //-------------------------------------------------------------------------- void vtkScenarioElement::SetDeformationModel(vtkDeformationModel * m){ this->DeformationModel = m; } //-------------------------------------------------------------------------- vtkDeformationModel * vtkScenarioElement::GetDeformationModel(){ return this->DeformationModel; } //-------------------------------------------------------------------------- void vtkScenarioElement::SetTransform(vtkTransform * t){ this->Transform = t; } //-------------------------------------------------------------------------- vtkTransform * vtkScenarioElement::GetTransform(){ return this->Transform; } //-------------------------------------------------------------------------- void vtkScenarioElement::SetMatrix(vtkMatrix4x4 * m){ this->Matrix = m; } //-------------------------------------------------------------------------- vtkMatrix4x4 * vtkScenarioElement::GetMatrix(){ return this->Matrix; } //---------------------------------------------------------------------------- void vtkScenarioElement::Initialize() { if(!this->Initialized) { this->Transform = vtkTransform::New(); // Translate model to desired position & orientation this->Transform->Translate(this->Position); //Rotate model over itself this->Transform->RotateX(this->Orientation[0]); this->Transform->RotateY(this->Orientation[1]); this->Transform->RotateZ(this->Orientation[2]); //Set scale model this->Transform->Scale(this->Scale); // Set transform matrix this->Matrix = this->Transform->GetMatrix(); this->Models = vtkModelCollection::New(); //Set model object type vtkModel::vtkObjectType type; if(this->Type == Tool) type = vtkModel::Tool; else if(this->Type == Organ) type = vtkModel::Organ; if(this->VisualizationModel) { if(this->VisualizationModel->GetFileName()) { vtkSmartPointer reader = vtkSmartPointer::New(); reader->SetFileName(this->VisualizationModel->GetFileName()); reader->Update(); this->VisualizationModel->SetInput(reader->GetOutput()); } this->VisualizationModel->SetId(this->Id); this->VisualizationModel->SetObjectId(this->ObjectId); this->VisualizationModel->SetObjectType(type); this->Models->AddModel(this->VisualizationModel); if(this->CollisionModel) { if(this->CollisionModel->GetFileName()) { vtkSmartPointer reader = vtkSmartPointer::New(); reader->SetFileName(this->CollisionModel->GetFileName()); reader->Update(); this->CollisionModel->SetInput(reader->GetOutput()); } this->CollisionModel->SetId(this->Id); this->CollisionModel->SetObjectId(this->ObjectId); this->CollisionModel->SetObjectType(type); //Set optional (synchronization) input this->CollisionModel->SetInput(1, this->VisualizationModel->GetOutput()); this->Models->AddModel(this->CollisionModel); if(this->DeformationModel) { if(this->DeformationModel->GetFileName()) { vtkSmartPointer reader = vtkSmartPointer::New(); reader->SetFileName(this->DeformationModel->GetFileName()); reader->Update(); this->DeformationModel->SetInput(reader->GetOutput()); } this->DeformationModel->SetId(this->Id); this->DeformationModel->SetObjectId(this->ObjectId); this->DeformationModel->SetObjectType(type); //Set optional (synchronization) input this->Models->AddModel(this->DeformationModel); //Synchronize between Deformation and visualization model this->VisualizationModel->SetInput(1, this->DeformationModel->GetOutput()); //Build Synchronization Map this->SynchronizationMap = vtkIdList::New(); vtkPolyData * a = vtkPolyData::SafeDownCast(this->CollisionModel->GetInput()); vtkPolyData * b = vtkPolyData::SafeDownCast(this->VisualizationModel->GetInput()); //Create point locator to generate id map vtkSmartPointer locator = vtkSmartPointer::New(); locator->SetDataSet(b); this->SynchronizationMap->SetNumberOfIds(a->GetNumberOfPoints()); for (int i=0; iGetNumberOfPoints(); i++) { double * point = a->GetPoint(i); vtkIdType id = locator->FindClosestPoint(point); this->SynchronizationMap->SetId(i, id); } } } //Set Transform matrix to the models this->Models->InitTraversal(); while (vtkModel * model = this->Models->GetNextModel()) { model->SetMatrix(this->Matrix); } } else vtkErrorMacro("A scenario element should have at least a visualization model"); this->Initialized = 1; } } //---------------------------------------------------------------------------- void vtkScenarioElement::Update() { //cout << "vtkScenarioElement::Update" << endl; if(!this->Initialized) this->Initialize(); //Update sequence //Save last position & calculate kinematic vales this->Velocity[0] = this->Position[0]; this->Velocity[1] = this->Position[1]; this->Velocity[2] = this->Position[2]; this->Acceleration[0] = this->Velocity[0]; this->Acceleration[1] = this->Velocity[1]; this->Acceleration[2] = this->Velocity[2]; //Get transformed values this->Transform->Update(); this->Transform->GetPosition(this->Position); this->Transform->GetOrientation(this->Orientation); //Update object velocity //Velocity will be calculated from delta(Position)/dt vtkMath::Subtract(this->Position, this->Velocity, this->Velocity); vtkMath::MultiplyScalar(this->Velocity, 1/this->DeltaT); //Update object acceleration vtkMath::Subtract(this->Velocity, this->Acceleration, this->Acceleration); vtkMath::MultiplyScalar(this->Acceleration, 1/this->DeltaT); if(this->CollisionModel) { this->CollisionModel->SetObjectId(this->ObjectId); //Update collision model point positions and compute collisions this->CollisionModel->SetVelocity(this->Velocity); this->CollisionModel->SetAcceleration(this->Acceleration); this->CollisionModel->Modified(); this->CollisionModel->Update(); //Update deformation model with detected collisions if(this->DeformationModel) { vtkCollisionCollection * collisions = this->CollisionModel->GetCollisions(); collisions->InitTraversal(); while(vtkCollision * c = collisions->GetNextCollision()) { c->Print(cout); // Translate Collision-Deformation point ids int id = this->SynchronizationMap->GetId(c->GetPointId()); cout << id << endl; //If displacement is zero (object is not moving) collision is ignored this->DeformationModel->InsertDisplacement(id, c->GetPointDisplacement()); } this->DeformationModel->SetObjectId(this->ObjectId); this->DeformationModel->Modified(); this->DeformationModel->Update(); } this->CollisionModel->RemoveAllCollisions(); } this->VisualizationModel->SetObjectId(this->ObjectId); this->VisualizationModel->Modified(); this->VisualizationModel->Update(); //Get movement parameters if(this->CollisionModel) { this->CollisionModel->GetDirection(this->Direction); this->CollisionModel->GetVelocity(this->Velocity); this->CollisionModel->GetAcceleration(this->Acceleration); this->DeltaT = this->CollisionModel->GetDeltaT(); } } //-------------------------------------------------------------------------- void vtkScenarioElement::Translate(double * vector) { this->Translate(vector[0], vector[1], vector[2]); } //-------------------------------------------------------------------------- void vtkScenarioElement::Translate(double x, double y, double z) { //cout << this->GetName() << "::Translate: " << x << ", " << y << ", " << z << endl; this->Transform->Translate(x, y, z); //Modify tool origin (rotation point) this->Origin[0] += x; this->Origin[1] += y; this->Origin[2] -= z; this->Modified(); } //-------------------------------------------------------------------------- void vtkScenarioElement::RotateWXYZ(double a, double x, double y, double z) { this->Transform->RotateWXYZ(a, x, y, z); this->Modified(); } //-------------------------------------------------------------------------- void vtkScenarioElement::RotateX(double x) { //cout << this->GetName() << "::RotateX: " << x << endl; this->Transform->RotateX(x); this->Modified(); } //-------------------------------------------------------------------------- void vtkScenarioElement::RotateY(double y) { //cout << this->GetName() << "::RotateY: " << y << endl; this->Transform->RotateY(y); this->Modified(); } //-------------------------------------------------------------------------- void vtkScenarioElement::RotateZ(double z) { //cout << this->GetName() << "::RotateZ: " << z << endl; this->Transform->RotateZ(z); this->Modified(); } //-------------------------------------------------------------------------- void vtkScenarioElement::Reset() { //cout << this->GetName() << "::Reset()" << endl; this->Transform->Translate(this->Origin); this->Transform->RotateZ(-this->Orientation[2]); } //-------------------------------------------------------------------------- void vtkScenarioElement::Restore() { //cout << this->GetName() << "::Restore()" << endl; this->Transform->RotateZ(this->Orientation[2]); vtkMath::MultiplyScalar(this->Origin, -1); this->Transform->Translate(this->Origin); vtkMath::MultiplyScalar(this->Origin, -1); } //-------------------------------------------------------------------------- void vtkScenarioElement::Hide() { this->Models->InitTraversal(); while (vtkModel * model = this->Models->GetNextModel()) { model->Hide(); } } //-------------------------------------------------------------------------- void vtkScenarioElement::Enable() { this->Status = 1; this->Models->InitTraversal(); while (vtkModel * model = this->Models->GetNextModel()) { model->Enable(); } } //-------------------------------------------------------------------------- void vtkScenarioElement::Disable() { this->Status = 0; this->Models->InitTraversal(); while (vtkModel * model = this->Models->GetNextModel()) { model->Disable(); } } //-------------------------------------------------------------------------- void vtkScenarioElement::Show() { this->Models->InitTraversal(); while (vtkModel * model = this->Models->GetNextModel()) { model->Show(); } } //-------------------------------------------------------------------------- bool vtkScenarioElement::IsEnabled(){ return this->Status; } //-------------------------------------------------------------------------- bool vtkScenarioElement::IsDisabled() { return !this->Status; } //-------------------------------------------------------------------------- bool vtkScenarioElement::IsInitialized() { return this->Initialized; } //-------------------------------------------------------------------------- void vtkScenarioElement::PrintSelf(ostream& os,vtkIndent indent) { if(this->Name) os << indent << "Name: " << this->Name << "\n"; else os << indent << "Name: \n"; os << indent << "Id: " << this->Id << "\n"; os << indent << "Scale: " << this->Scale[0] << ", " << this->Scale[1] << ", " << this->Scale[2] << endl; os << indent << "Origin: " << this->Origin[0] << ", " << this->Origin[1] << ", " << this->Origin[2] << endl; os << indent << "Orientation: " << this->Orientation[0] << ", " << this->Orientation[1] << ", " << this->Orientation[2] << endl; os << indent << "Direction: " << this->Direction[0] << ", " << this->Direction[1] << ", " << this->Direction[2] << endl; os << indent << "Position: " << this->Position[0] << ", " << this->Position[1] << ", " << this->Position[2] << endl; os << indent << "Velocity: " << this->Velocity[0] << ", " << this->Velocity[1] << ", " << this->Velocity[2] << endl; os << indent << "Acceleration: " << this->Acceleration[0] << ", " << this->Acceleration[1] << ", " << this->Acceleration[2] << endl; os << indent << "DeltaT: " << this->DeltaT << endl; this->Superclass::PrintSelf(os, indent); }