Irrlicht assets example (demo_IRR_assets.cpp)
Use the assets system to create shapes that can be shown in the Irrlicht 3D view.
This tutorial shows how to:
- add geometric visualization shapes to an object.
- visualize them in the realtime view of Irrlicht.
Note: the same assets that you use for Irrlicht display can be used for postprocessing, ex. with POVray as explained in demo_POST_povray.
// =============================================================================
// PROJECT CHRONO - http://projectchrono.org
//
// Copyright (c) 2014 projectchrono.org
// All rights reserved.
//
// Use of this source code is governed by a BSD-style license that can be found
// in the LICENSE file at the top level of the distribution and at
// http://projectchrono.org/license-chrono.txt.
//
// =============================================================================
// Authors: Alessandro Tasora
// =============================================================================
//
// Demonstration of using the assets system to create shapes for Irrlicht
// visualization.
// NOTE:the same assets can be used for visualization with the OpenGL module,
// postprocessing with POVray, etc.
//
// =============================================================================
#include "chrono/physics/ChSystemNSC.h"
#include "chrono/physics/ChParticlesClones.h"
#include "chrono/physics/ChBodyEasy.h"
#include "chrono/geometry/ChLineNurbs.h"
#include "chrono/geometry/ChSurfaceNurbs.h"
#include "chrono/assets/ChSurfaceShape.h"
#include "chrono_irrlicht/ChIrrApp.h"
#include <irrlicht.h>
// Use the namespace of Chrono
using namespace chrono;
using namespace chrono::geometry;
using namespace chrono::irrlicht;
// Use the main namespaces of Irrlicht
using namespace irr;
using namespace irr::core;
using namespace irr::scene;
using namespace irr::video;
using namespace irr::io;
using namespace irr::gui;
int main(int argc, char* argv[]) {
// Create a Chrono::Engine physical system
ChSystemNSC mphysicalSystem;
// Create the Irrlicht visualization (open the Irrlicht device,
// bind a simple user interface, etc. etc.)
ChIrrApp application(&mphysicalSystem, L"Assets for Irrlicht visualization", core::dimension2d<u32>(800, 600),
false, true);
// Easy shortcuts to add camera, lights, logo and sky in Irrlicht scene:
application.AddTypicalLogo();
application.AddTypicalSky();
application.AddTypicalLights();
application.AddTypicalCamera(core::vector3df(0, 4, -6));
//
// EXAMPLE 1:
//
// Create a ChBody, and attach some 'assets'
// that define 3D shapes. These shapes can be shown
// by Irrlicht or POV postprocessing, etc...
// Note: these assets are independent from collision shapes!
// Create a rigid body as usual, and add it
// to the physical system:
auto mfloor = chrono_types::make_shared<ChBody>();
mfloor->SetBodyFixed(true);
// Define a collision shape
mfloor->GetCollisionModel()->ClearModel();
mfloor->GetCollisionModel()->AddBox(10, 0.5, 10, ChVector<>(0, -1, 0));
mfloor->GetCollisionModel()->BuildModel();
mfloor->SetCollide(true);
// Add body to system
application.GetSystem()->Add(mfloor);
// ==Asset== attach a 'box' shape.
// Note that assets are managed via shared pointer, so they
// can also be shared). Do not forget AddAsset() at the end!
auto mboxfloor = chrono_types::make_shared<ChBoxShape>();
mboxfloor->GetBoxGeometry().Pos = ChVector<>(0, -1, 0);
mboxfloor->GetBoxGeometry().Size = ChVector<>(10, 0.5, 10);
mfloor->AddAsset(mboxfloor);
// ==Asset== attach color asset.
auto mfloorcolor = chrono_types::make_shared<ChColorAsset>();
mfloorcolor->SetColor(ChColor(0.3f, 0.3f, 0.6f));
mfloor->AddAsset(mfloorcolor);
// ==Asset== attach a 'path' shape populated with segments and arc fillets:
auto mpathfloor = chrono_types::make_shared<ChPathShape>();
mpathfloor->GetPathGeometry()->AddSubLine(mseg1);
mpathfloor->GetPathGeometry()->AddSubLine(mseg2);
mpathfloor->GetPathGeometry()->AddSubLine(marc1);
mfloor->AddAsset(mpathfloor);
// ==Asset== attach a 'nurbs line' shape:
// (first you create the ChLineNurbs geometry,
// then you put it inside a ChLineShape asset)
auto mnurbs = chrono_types::make_shared<ChLineNurbs>();
std::vector<ChVector<>> controlpoints = { ChVector<>(1,2,-1), ChVector<>(1,3,-1), ChVector<>(1,3,-2), ChVector<>(1,4,-2) };
mnurbs->SetupData(3, controlpoints);
auto mnurbsasset = chrono_types::make_shared<ChLineShape>();
mnurbsasset->SetLineGeometry(mnurbs);
mfloor->AddAsset(mnurbsasset);
// ==Asset== attach a 'nurbs surface' shape:
// (first you create the ChSurfaceNurbs geometry,
// then you put it inside a ChSurfaceShape asset)
auto msurf = chrono_types::make_shared<ChSurfaceNurbs>();
ChMatrixDynamic<ChVector<>> surfpoints(4, 2); // u points, v points
surfpoints(0, 0) = ChVector<>(1, 2, 3);
surfpoints(1, 0) = ChVector<>(1, 3, 3);
surfpoints(2, 0) = ChVector<>(2, 3, 3);
surfpoints(3, 0) = ChVector<>(2, 4, 3);
surfpoints(0, 1) = ChVector<>(1, 2, 1);
surfpoints(1, 1) = ChVector<>(1, 3, 1);
surfpoints(2, 1) = ChVector<>(3, 3, 1);
surfpoints(3, 1) = ChVector<>(2, 4, 1);
msurf->SetupData(3, 1, surfpoints);
auto msurfasset = chrono_types::make_shared<ChSurfaceShape>();
msurfasset->Pos = ChVector<>(3, -1, 3);
msurfasset->SetSurfaceGeometry(msurf);
msurfasset->SetWireframe(true);
mfloor->AddAsset(msurfasset);
//
// EXAMPLE 2:
//
// Textures, colors, asset levels with transformations.
// This section shows how to add more advanced types of assets
// and how to group assets in ChAssetLevel containers.
// Create the rigid body as usual (this won't move,
// it is only for visualization tests)
auto mbody = chrono_types::make_shared<ChBody>();
mbody->SetBodyFixed(true);
application.GetSystem()->Add(mbody);
// ==Asset== Attach a 'sphere' shape
auto msphere = chrono_types::make_shared<ChSphereShape>();
msphere->GetSphereGeometry().rad = 0.5;
msphere->GetSphereGeometry().center = ChVector<>(-1, 0, 0);
mbody->AddAsset(msphere);
// ==Asset== Attach also a 'box' shape
auto mbox = chrono_types::make_shared<ChBoxShape>();
mbox->GetBoxGeometry().Pos = ChVector<>(1, 1, 0);
mbox->GetBoxGeometry().Size = ChVector<>(0.3, 0.5, 0.1);
mbody->AddAsset(mbox);
// ==Asset== Attach also a 'cylinder' shape
auto mcyl = chrono_types::make_shared<ChCylinderShape>();
mcyl->GetCylinderGeometry().p1 = ChVector<>(2, -0.2, 0);
mcyl->GetCylinderGeometry().p2 = ChVector<>(2.2, 0.5, 0);
mcyl->GetCylinderGeometry().rad = 0.3;
mbody->AddAsset(mcyl);
// ==Asset== Attach also a 'triangle mesh' shape
auto mmesh = chrono_types::make_shared<ChTriangleMeshShape>();
mmesh->GetMesh()->getCoordsVertices().push_back(ChVector<>(0, 1, 0));
mmesh->GetMesh()->getCoordsVertices().push_back(ChVector<>(0, 1, 0.5));
mmesh->GetMesh()->getCoordsVertices().push_back(ChVector<>(1, 1, 0));
mmesh->GetMesh()->getIndicesVertexes().push_back(ChVector<int>(0, 1, 2));
mbody->AddAsset(mmesh);
// ==Asset== Attach color. To set colors for all assets
// in the same level, just add this:
auto mvisual = chrono_types::make_shared<ChColorAsset>();
mvisual->SetColor(ChColor(0.9f, 0.4f, 0.2f));
mbody->AddAsset(mvisual);
// ==Asset== Attach a level that contains other assets.
// Note: a ChAssetLevel can define a rotation/translation respect to paren level,
// Note: a ChAssetLevel can contain colors or textures: if any, they affect only objects in the level.
auto mlevelA = chrono_types::make_shared<ChAssetLevel>();
// ==Asset== Attach, in this level, a 'Wavefront mesh' asset,
// referencing a .obj file:
auto mobjmesh = chrono_types::make_shared<ChObjShapeFile>();
mobjmesh->SetFilename(GetChronoDataFile("forklift_body.obj"));
mlevelA->AddAsset(mobjmesh);
// ==Asset== Attach also a texture, that will affect only the
// assets in mlevelA:
auto mtexture = chrono_types::make_shared<ChTexture>();
mtexture->SetTextureFilename(GetChronoDataFile("bluwhite.png"));
mlevelA->AddAsset(mtexture);
// Change the position of mlevelA, thus moving also its sub-assets:
mlevelA->GetFrame().SetPos(ChVector<>(0, 0, 2));
mbody->AddAsset(mlevelA);
// ==Asset== Attach sub level, then add to it an array of sub-levels,
// each rotated, and each containing a displaced box, thus making a
// spiral of cubes
auto mlevelB = chrono_types::make_shared<ChAssetLevel>();
for (int j = 0; j < 20; j++) {
// ==Asset== the sub sub level..
auto mlevelC = chrono_types::make_shared<ChAssetLevel>();
// ==Asset== the contained box..
auto msmallbox = chrono_types::make_shared<ChBoxShape>();
msmallbox->GetBoxGeometry().Pos = ChVector<>(0.4, 0, 0);
msmallbox->GetBoxGeometry().Size = ChVector<>(0.1, 0.1, 0.01);
mlevelC->AddAsset(msmallbox);
ChQuaternion<> mrot;
mrot.Q_from_AngAxis(j * 21 * CH_C_DEG_TO_RAD, ChVector<>(0, 1, 0));
mlevelC->GetFrame().SetRot(mrot);
mlevelC->GetFrame().SetPos(ChVector<>(0, j * 0.02, 0));
mlevelB->AddAsset(mlevelC);
}
mbody->AddAsset(mlevelB);
// ==Asset== Attach a video camera. This will be used by Irrlicht,
// or POVray postprocessing, etc. Note that a camera can also be
// put in a moving object.
auto mcamera = chrono_types::make_shared<ChCamera>();
mcamera->SetAngle(50);
mcamera->SetPosition(ChVector<>(-3, 4, -5));
mcamera->SetAimPoint(ChVector<>(0, 1, 0));
mbody->AddAsset(mcamera);
//
// EXAMPLE 3:
//
// Create a ChParticleClones cluster, and attach 'assets'
// that define a single "sample" 3D shape. This will be shown
// N times in Irrlicht.
//***NOTE*** This crashes with Irrlicht 1.8 , it is ok with 1.7.x and 1.8.1 + ,
// Create the ChParticleClones, populate it with some random particles,
// and add it to physical system:
auto mparticles = chrono_types::make_shared<ChParticlesClones>();
// Note: coll. shape, if needed, must be specified before creating particles.
// This will be shared among all particles in the ChParticlesClones.
mparticles->GetCollisionModel()->ClearModel();
mparticles->GetCollisionModel()->AddSphere(0.05);
mparticles->GetCollisionModel()->BuildModel();
mparticles->SetCollide(true);
// Create the random particles
for (int np = 0; np < 100; ++np)
// Mass and inertia properties.
// This will be shared among all particles in the ChParticlesClones.
mparticles->SetMass(0.1);
mparticles->SetInertiaXX(ChVector<>(0.001,0.001,0.001));
// Do not forget to add the particle cluster to the system:
application.GetSystem()->Add(mparticles);
// ==Asset== Attach a 'sphere' shape asset.. it will be used as a sample
// shape to display all particles when rendering in 3D!
auto mspherepart = chrono_types::make_shared<ChSphereShape>();
mspherepart->GetSphereGeometry().rad = 0.05;
mparticles->AddAsset(mspherepart);
ChVector<> displ(1,0.0,0);
std::vector< ChVector<> > mpoints;
mpoints.push_back( ChVector<>(0.8,0.0,0.0)+displ );
mpoints.push_back( ChVector<>(0.8,0.3,0.0)+displ );
mpoints.push_back( ChVector<>(0.8,0.3,0.3)+displ );
mpoints.push_back( ChVector<>(0.0,0.3,0.3)+displ );
mpoints.push_back( ChVector<>(0.0,0.0,0.3)+displ );
mpoints.push_back( ChVector<>(0.8,0.0,0.3)+displ );
auto mhull = chrono_types::make_shared<ChBodyEasyConvexHullAuxRef>(mpoints, 1000, true, true);
//mhull->SetFrame_REF_to_abs(ChFrame<>(ChVector<>(2,0.3,0)));
//mhull->SetPos(ChVector<>(2,0.3,0));
mhull->Move(ChVector<>(2,0.3,0));
application.GetSystem()->Add(mhull);
// ==IMPORTANT!== Use this function for adding a ChIrrNodeAsset to all items
// in the system. These ChIrrNodeAsset assets are 'proxies' to the Irrlicht meshes.
// If you need a finer control on which item really needs a visualization proxy in
// Irrlicht, just use application.AssetBind(myitem); on a per-item basis.
application.AssetBindAll();
// ==IMPORTANT!== Use this function for 'converting' into Irrlicht meshes the assets
// that you added to the bodies into 3D shapes, they can be visualized by Irrlicht!
application.AssetUpdateAll();
//
// THE SOFT-REAL-TIME CYCLE
//
application.SetStepManage(true);
application.SetTimestep(0.01);
application.SetTryRealtime(true);
while (application.GetDevice()->run()) {
application.BeginScene();
application.DrawAll();
application.DoStep();
application.EndScene();
}
return 0;
}
std::string GetChronoDataFile(const std::string &filename)
Obtain the complete path to the specified filename, given relative to the Chrono data directory (thre...
Definition: ChGlobal.cpp:95
Eigen::Matrix< T, Eigen::Dynamic, Eigen::Dynamic, Eigen::RowMajor > ChMatrixDynamic
Dense matrix with dynamic size (i.e., with size a run-time variable, unknown at compile time).
Definition: ChMatrix.h:47
ChLog & GetLog()
Global function to get the current ChLog object.
Definition: ChLog.cpp:39
Geometric object representing a segment in 3D space with two end points.
Definition: ChLineSegment.h:26
void SetTimestep(double val)
Set/Get the time step for time integration.
Definition: ChIrrAppInterface.cpp:532
void SetStepManage(bool val)
If set to true, you can use DoStep() in the simulation loop to advance the simulation by one timestep...
Definition: ChIrrAppInterface.h:84
Class to add some GUI to Irrlicht+ChronoEngine applications.
Definition: ChIrrApp.h:29
virtual void EndScene()
Call this to end the scene draw at the end of each animation frame.
Definition: ChIrrAppInterface.cpp:578
Namespace for classes which represent basic geometric objects.
Definition: ChBasisToolsBspline.h:24
Definition of general purpose 3d vector variables, such as points in 3D.
Definition: ChVector.h:35
virtual void DoStep()
Call this important function inside a cycle like while(application.GetDevice()->run()) {....
Definition: ChIrrAppInterface.cpp:590
void Add(std::shared_ptr< ChPhysicsItem > item)
Attach an arbitrary ChPhysicsItem (e.g.
Definition: ChAssembly.cpp:190
double ChRandom()
Returns random value in (0..1) interval with Park-Miller method.
Definition: ChMathematics.cpp:53
Class defining quaternion objects, that is four-dimensional numbers, also known as Euler parameters.
Definition: ChQuaternion.h:44
virtual void BeginScene(bool backBuffer=true, bool zBuffer=true, irr::video::SColor color=irr::video::SColor(255, 0, 0, 0))
Call this to clean the canvas at the beginning of each animation frame.
Definition: ChIrrAppInterface.cpp:559
Geometric object representing an arc or a circle in 3D space.
Definition: ChLineArc.h:27
void Q_from_AngAxis(Real angle, const ChVector< Real > &axis)
Set the quaternion from an angle of rotation and an axis, defined in absolute coords.
Definition: ChQuaternion.h:1110
virtual void DrawAll()
Call this important function inside a loop like while(application.GetDevice()->run()) {....
Definition: ChIrrAppInterface.cpp:699
Class for a physical system in which contact is modeled using a non-smooth (complementarity-based) me...
Definition: ChSystemNSC.h:29
void SetTryRealtime(bool val)
If set to true, the function DoStep() will try to use a timestep that is the same as that used to ref...
Definition: ChIrrAppInterface.h:92