/usr/include/sofa/component/collision/TriangleModel.h is in libsofa1-dev 1.0~beta4-12.
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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 :: Modules *
* *
* Authors: The SOFA Team and external contributors (see Authors.txt) *
* *
* Contact information: contact@sofa-framework.org *
******************************************************************************/
#ifndef SOFA_COMPONENT_COLLISION_TRIANGLEMODEL_H
#define SOFA_COMPONENT_COLLISION_TRIANGLEMODEL_H
#include <sofa/core/CollisionModel.h>
#include <sofa/component/container/MechanicalObject.h>
#include <sofa/component/topology/TriangleData.h>
#include <sofa/core/componentmodel/topology/BaseMeshTopology.h>
#include <sofa/defaulttype/Vec3Types.h>
#include <map>
namespace sofa
{
namespace component
{
namespace collision
{
using namespace sofa::defaulttype;
class TriangleModel;
class Triangle : public core::TCollisionElementIterator<TriangleModel>
{
public:
Triangle(TriangleModel* model, int index);
Triangle(){};
explicit Triangle(core::CollisionElementIterator& i);
const Vector3& p1() const;
const Vector3& p2() const;
const Vector3& p3() const;
int p1Index() const;
int p2Index() const;
int p3Index() const;
const Vector3& p1Free() const;
const Vector3& p2Free() const;
const Vector3& p3Free() const;
const Vector3& v1() const;
const Vector3& v2() const;
const Vector3& v3() const;
const Vector3& n() const;
Vector3& n();
int flags() const;
};
class SOFA_COMPONENT_COLLISION_API TriangleModel : public core::CollisionModel
{
public:
typedef Vec3Types InDataTypes;
typedef Vec3Types DataTypes;
typedef DataTypes::VecCoord VecCoord;
typedef DataTypes::VecDeriv VecDeriv;
typedef DataTypes::Coord Coord;
typedef DataTypes::Deriv Deriv;
typedef Triangle Element;
friend class Triangle;
enum TriangleFlag {
FLAG_P1 = 1<<0, ///< Point 1 is attached to this triangle
FLAG_P2 = 1<<1, ///< Point 2 is attached to this triangle
FLAG_P3 = 1<<2, ///< Point 3 is attached to this triangle
FLAG_E12 = 1<<3, ///< Edge 1-2 is attached to this triangle
FLAG_E23 = 1<<4, ///< Edge 2-3 is attached to this triangle
FLAG_E31 = 1<<5, ///< Edge 3-1 is attached to this triangle
FLAG_POINTS = FLAG_P1|FLAG_P2|FLAG_P3,
FLAG_EDGES = FLAG_E12|FLAG_E23|FLAG_E31,
};
protected:
struct TriangleInfo
{
//int i1,i2,i3;
//int flags;
Vector3 normal;
/// Output stream
inline friend std::ostream& operator<< ( std::ostream& os, const TriangleInfo& ti )
{
return os << ti.normal;
}
/// Input stream
inline friend std::istream& operator>> ( std::istream& in, TriangleInfo& ti )
{
return in >> ti.normal;
}
};
topology::TriangleData<TriangleInfo> elems;
const sofa::core::componentmodel::topology::BaseMeshTopology::SeqTriangles* triangles;
sofa::core::componentmodel::topology::BaseMeshTopology::SeqTriangles mytriangles;
bool needsUpdate;
virtual void updateFromTopology();
virtual void updateFlags(int ntri=-1);
int getTriangleFlags(int i);
virtual void updateNormals();
core::componentmodel::behavior::MechanicalState<Vec3Types>* mstate;
Data<bool> computeNormals;
int meshRevision;
sofa::core::componentmodel::topology::BaseMeshTopology* _topology;
public:
TriangleModel();
virtual void init();
// -- CollisionModel interface
virtual void resize(int size);
virtual void computeBoundingTree(int maxDepth=0);
virtual void computeContinuousBoundingTree(double dt, int maxDepth=0);
void draw(int index);
void draw();
virtual void handleTopologyChange();
core::componentmodel::behavior::MechanicalState<Vec3Types>* getMechanicalState() { return mstate; }
const core::componentmodel::behavior::MechanicalState<Vec3Types>* getMechanicalState() const { return mstate; }
const VecCoord& getX() const { return *(getMechanicalState()->getX()); }
const sofa::core::componentmodel::topology::BaseMeshTopology::SeqTriangles& getTriangles() const { return *triangles; }
};
inline Triangle::Triangle(TriangleModel* model, int index)
: core::TCollisionElementIterator<TriangleModel>(model, index)
{}
inline Triangle::Triangle(core::CollisionElementIterator& i)
: core::TCollisionElementIterator<TriangleModel>(static_cast<TriangleModel*>(i.getCollisionModel()), i.getIndex())
{}
inline const Vector3& Triangle::p1() const { return (*model->mstate->getX())[(*(model->triangles))[index][0]]; }
inline const Vector3& Triangle::p2() const { return (*model->mstate->getX())[(*(model->triangles))[index][1]]; }
inline const Vector3& Triangle::p3() const { return (*model->mstate->getX())[(*(model->triangles))[index][2]]; }
inline const Vector3& Triangle::p1Free() const { return (*model->mstate->getXfree())[(*(model->triangles))[index][0]]; }
inline const Vector3& Triangle::p2Free() const { return (*model->mstate->getXfree())[(*(model->triangles))[index][1]]; }
inline const Vector3& Triangle::p3Free() const { return (*model->mstate->getXfree())[(*(model->triangles))[index][2]]; }
inline int Triangle::p1Index() const { return (*(model->triangles))[index][0]; }
inline int Triangle::p2Index() const { return (*(model->triangles))[index][1]; }
inline int Triangle::p3Index() const { return (*(model->triangles))[index][2]; }
inline const Vector3& Triangle::v1() const { return (*model->mstate->getV())[(*(model->triangles))[index][0]]; }
inline const Vector3& Triangle::v2() const { return (*model->mstate->getV())[(*(model->triangles))[index][1]]; }
inline const Vector3& Triangle::v3() const { return (*model->mstate->getV())[(*(model->triangles))[index][2]]; }
inline const Vector3& Triangle::n() const { return model->elems.getValue()[index].normal; }
inline Vector3& Triangle::n() { return (*model->elems.beginEdit())[index].normal; }
inline int Triangle::flags() const { return model->getTriangleFlags(index); }
} // namespace collision
} // namespace component
} // namespace sofa
#endif
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