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Femur Cut Example

femur level set cutting


Description

This example demonstrates rigid-on-level set cutting described in "A level set approach to high fidelity interactive bone shaving for virtual training of surgical osteotomies". A rigid body is controlled with virtual coupling and the bone is eroded through evolution of the level-set near the tool. Continuous collision is used to prevent collision. The level-set is also meshed using marching cubes in chunks. Only chunks modified are updated to keep the example >1000Hz for haptics.

FemurCutExample.cpp

/*
** This file is part of the Interactive Medical Simulation Toolkit (iMSTK)
** iMSTK is distributed under the Apache License, Version 2.0.
** See accompanying NOTICE for details.
*/

#include "FemurObject.h"
#include "imstkCamera.h"
#include "imstkDeviceManager.h"
#include "imstkDeviceManagerFactory.h"
#include "imstkDirectionalLight.h"
#include "imstkKeyboardDeviceClient.h"
#include "imstkKeyboardSceneControl.h"
#include "imstkLevelSetCH.h"
#include "imstkLevelSetModel.h"
#include "imstkMeshIO.h"
#include "imstkMouseDeviceClient.h"
#include "imstkMouseSceneControl.h"
#include "imstkObjectControllerGhost.h"
#include "imstkRbdConstraint.h"
#include "imstkRigidBodyCH.h"
#include "imstkRigidBodyModel2.h"
#include "imstkRigidObject2.h"
#include "imstkRigidObjectController.h"
#include "imstkRigidObjectLevelSetCollision.h"
#include "imstkScene.h"
#include "imstkSceneManager.h"
#include "imstkSimulationManager.h"
#include "imstkSimulationUtils.h"
#include "imstkSurfaceMesh.h"
#include "imstkVisualModel.h"
#include "imstkVolumeRenderMaterial.h"
#include "imstkVTKViewer.h"

#ifndef iMSTK_USE_HAPTICS
#include "imstkDummyClient.h"
#include "imstkMouseDeviceClient.h"
#endif

using namespace imstk;

std::shared_ptr<RigidObject2>
makeRigidObj(const std::string& name)
{
    auto rbdModel = std::make_shared<RigidBodyModel2>();
    rbdModel->getConfig()->m_maxNumIterations       = 8;
    rbdModel->getConfig()->m_velocityDamping        = 1.0;
    rbdModel->getConfig()->m_angularVelocityDamping = 1.0;
    rbdModel->getConfig()->m_maxNumConstraints      = 40;
    rbdModel->getConfig()->m_gravity = Vec3d::Zero();

    // Create the first rbd, plane floor
    auto rigidObj = std::make_shared<RigidObject2>(name);

    auto toolMesh = MeshIO::read<SurfaceMesh>(iMSTK_DATA_ROOT "/Surgical Instruments/Scalpel/Scalpel_Hull_Subdivided_Shifted.stl");
    toolMesh->rotate(Vec3d(0.0, 1.0, 0.0), 3.14, Geometry::TransformType::ApplyToData);
    toolMesh->rotate(Vec3d(1.0, 0.0, 0.0), -1.57, Geometry::TransformType::ApplyToData);
    toolMesh->scale(Vec3d(0.07, 0.07, 0.07), Geometry::TransformType::ApplyToData);

    auto material = std::make_shared<RenderMaterial>();
    material->setDisplayMode(RenderMaterial::DisplayMode::Surface);
    material->setShadingModel(RenderMaterial::ShadingModel::PBR);
    material->setMetalness(0.9);
    material->setRoughness(0.4);
    material->setDiffuseColor(Color(0.7, 0.7, 0.7));

    // Create the object
    rigidObj->setVisualGeometry(toolMesh);
    rigidObj->setPhysicsGeometry(toolMesh);
    rigidObj->setCollidingGeometry(toolMesh);
    rigidObj->setDynamicalModel(rbdModel);
    rigidObj->getVisualModel(0)->setRenderMaterial(material);
    rigidObj->getRigidBody()->m_mass = 10.0;
    rigidObj->getRigidBody()->m_intertiaTensor = Mat3d::Identity() * 10000.0;
    rigidObj->getRigidBody()->m_initPos = Vec3d(0.0, 1.0, 2.0);

    // Add a component for controlling via another device
    auto controller = rigidObj->addComponent<RigidObjectController>();
    controller->setControlledObject(rigidObj);
    controller->setLinearKs(50000.0);
    controller->setAngularKs(300000000.0);
    controller->setUseCritDamping(true);
    controller->setForceScaling(0.005);
    controller->setTranslationOffset(Vec3d(0.4, 0.7, 1.6));
    controller->setSmoothingKernelSize(30);

    // Add extra component to tool for the ghost
    auto controllerGhost = rigidObj->addComponent<ObjectControllerGhost>();
    controllerGhost->setUseForceFade(true);
    controllerGhost->setController(controller);

    return rigidObj;
}

///
/// \brief This example demonstrates cutting a femur bone with a tool
/// Some of the example parameters may need to be tweaked for differing
/// systems
///
int
main()
{
    // Setup logger (write to file and stdout)
    Logger::startLogger();

    auto scene = std::make_shared<Scene>("FemurCut");

    // Setup the Femur
    auto femurObj = std::make_shared<FemurObject>();
    scene->addSceneObject(femurObj);

    // Setup the tool that cuts the femur
    std::shared_ptr<RigidObject2> rbdObj = makeRigidObj("ToolObject");
    scene->addSceneObject(rbdObj);

    // Setup cutting interaction between level set femur and rigid object tool
    auto cutting = std::make_shared<RigidObjectLevelSetCollision>(rbdObj, femurObj);
    {
        auto colHandlerA = std::dynamic_pointer_cast<RigidBodyCH>(cutting->getCollisionHandlingA());
        colHandlerA->setUseFriction(false);
        colHandlerA->setBaumgarteStabilization(0.05); // inelastic collision

        auto colHandlerB = std::dynamic_pointer_cast<LevelSetCH>(cutting->getCollisionHandlingB());
        colHandlerB->setLevelSetVelocityScaling(0.01);
        colHandlerB->setKernel(3, 1.0);
        //colHandlerB->setLevelSetVelocityScaling(0.0); // Can't push the levelset
        colHandlerB->setUseProportionalVelocity(true);
    }
    scene->addInteraction(cutting);

    // Light
    auto light = std::make_shared<DirectionalLight>();
    light->setDirection(Vec3d(0.0, -8.0, -5.0));
    light->setIntensity(1.0);
    scene->addLight("light", light);

    // Adjust camera
    scene->getActiveCamera()->setFocalPoint(0.25, 0.83, 1.58);
    scene->getActiveCamera()->setPosition(0.243, 1.06, 1.95);
    scene->getActiveCamera()->setViewUp(0.05, 0.86, -0.51);

    {
        auto viewer = std::make_shared<VTKViewer>();
        viewer->setVtkLoggerMode(VTKViewer::VTKLoggerMode::MUTE);
        viewer->setActiveScene(scene);

        // Add a module to run the scene
        auto sceneManager = std::make_shared<SceneManager>();
        sceneManager->setActiveScene(scene);

        auto driver = std::make_shared<SimulationManager>();
        driver->addModule(viewer);
        driver->addModule(sceneManager);
        driver->setDesiredDt(0.001); // Exactly 1000ups

#ifdef iMSTK_USE_HAPTICS
        // Setup default haptics manager
        std::shared_ptr<DeviceManager> hapticManager = DeviceManagerFactory::makeDeviceManager();
        driver->addModule(hapticManager);
        std::shared_ptr<DeviceClient> deviceClient = hapticManager->makeDeviceClient();
#else
        auto deviceClient = std::make_shared<DummyClient>();
        connect<Event>(sceneManager, &SceneManager::postUpdate, [&](Event*)
            {
                const Vec2d mousePos = viewer->getMouseDevice()->getPos();
                const Vec3d worldPos = Vec3d(mousePos[0] * 0.5 - 0.5, mousePos[1] * 0.2 + 0.1, -0.025);
                deviceClient->setPosition(worldPos);
            });
#endif

        auto controller = rbdObj->getComponent<RigidObjectController>();
        controller->setDevice(deviceClient);

        std::shared_ptr<ObjectControllerGhost> ghostObj = rbdObj->addComponent<ObjectControllerGhost>();
        ghostObj->setController(controller);

        connect<Event>(sceneManager, &SceneManager::preUpdate,
            [&](Event*)
            {
                rbdObj->getRigidBodyModel2()->getConfig()->m_dt = sceneManager->getDt();
                femurObj->getLevelSetModel()->getConfig()->m_dt = sceneManager->getDt();
        });

        // Add default mouse and keyboard controls to the viewer
        std::shared_ptr<Entity> mouseAndKeyControls =
            SimulationUtils::createDefaultSceneControl(driver);
        scene->addSceneObject(mouseAndKeyControls);

        driver->start();
    }

    return 0;
}