- Mar 17, 2021
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Andrew Wilson authored
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- Mar 10, 2021
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Andrew Wilson authored
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- Mar 04, 2021
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Andrew Wilson authored
REFAC: KeyPressEvent renamed to KeyEvent, TetrahedralMeshRenderDelegate topology change fix, plane to surface mesh function added to geometry utility
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- Jan 20, 2021
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Andrew Wilson authored
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Andrew Wilson authored
ENH: ModuleDrivers, Modules added. Geometry transforms. Multi viewer support. LevelSetModel, LevelSetCH, EventObject, DataArray, Controller, VisualObjectImporter improvements/changes
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- Dec 11, 2020
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Andrew Wilson authored
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- Nov 25, 2020
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Andrew Wilson authored
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- Nov 23, 2020
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Andrew Wilson authored
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- Jul 18, 2020
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Andrew Wilson authored
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- Jul 10, 2020
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Andrew Wilson authored
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- Jul 09, 2020
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Andrew Wilson authored
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- Jun 20, 2020
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Sreekanth Arikatla authored
Fix PBR textures and add colors
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- Jun 18, 2020
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Sreekanth Arikatla authored
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- Jun 01, 2020
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Sreekanth Arikatla authored
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- May 23, 2020
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Sreekanth Arikatla authored
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- May 17, 2020
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Sreekanth Arikatla authored
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- Apr 19, 2020
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Sreekanth Arikatla authored
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- Apr 06, 2020
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Sreekanth Arikatla authored
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- Jul 14, 2019
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Nghia Truong authored
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- Jun 19, 2019
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Sreekanth Arikatla authored
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- Mar 06, 2019
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Johan Andruejol authored
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- Dec 04, 2018
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Nicholas Milef authored
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- Nov 12, 2018
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Nicholas Milef authored
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- Nov 10, 2018
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Sreekanth Arikatla authored
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- Nov 09, 2018
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Sreekanth Arikatla authored
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- Sep 07, 2017
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Nicholas Milef authored
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- Aug 24, 2017
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Sreekanth Arikatla authored
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- Aug 07, 2017
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Nicholas Milef authored
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- Jul 24, 2017
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Sreekanth Arikatla authored
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- Jul 06, 2017
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Nicholas Milef authored
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- Jul 03, 2017
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Sreekanth Arikatla authored
The cell consistency check takes considerable time during the initialization and is removed from the surfaceMeshRenderDelegate. Mesh related checks such as this (watertightness etc.) should be done within the utility functions of Mesh or Rendering module. For now the user is expected to supply correct meshes.
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- May 03, 2017
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Dženan Zukić authored
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- Apr 21, 2017
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Alexis Girault authored
- Geometry class does not have a position, orientation, scaling combination anymore, but a rigid transformation (translation + rotation) as well as a separate uniform scaling. - The value of that transformation can be changed using setTranslation(), setRotation(), and setScaling(). - scale(), translate(), and rotate() are utility functions which behavior vary based on the parameter TransformType: ConcatenateToTransform, the default value, will concatenate transformations to the rigid transform and signals that the transform has been modified; ApplyToData directly enforces the transformation given to the internal data of the geometry, and signals that the data has been modified (useful to enforce offsets at the beginning of the simulation to avoid concatenating that offset continuously). - A new base class AnalyticalGeomerty is created for Capsule, Plane, Cube and Sphere. It wraps the common attributes to those geometries: a position and an orientation axis. The values of those properties after the transform is applied are also stored to avoid redundant computations. - Subclasses of AnalyticalGeometry often show properties related to size: width, radius, length, etc. Those have their post-transform sibling also. - The Plane has a Normal API which simply wraps the AnalyticalGeometry orientation axis. - The mesh base class also keeps track of a post-transform value for the vertex positions. - Those internal data properties can be set with regular setting methods, which also signals that the internal data has been modified. - Get methods for those properties have a behavior which vary based on the parameter DataType: PostTransform is the default value, and it will return the post transform data, computing it by applying the transform if it was not yet done. - CollisionDetection classes are updated to use that post-transform data - RenderDelegates are updated to update their internal data only when the geometry data has been modified (use VTK sources and transform filter), as well as the rigid transform when that one has been modified also. - Maps, Controllers, and tests are updated to use the correct API: set translation and rotation and not position/orientation. - Update Geometry and Plane test to take into account the change of API: getRotation is now returning a Mat3d instead of a quaternion for less operations, and getNormal will return a normalized vector even if the one set was not normalized. Use `isApprox` to allow for low variability. - Update API in sandbox example - Got rid of the vertexDisplacements variable in the Mesh class, difference between the vertexPosition and the initialVertexPositions: it was requiring additional bookeeping which was not necessary Co-Authored-by:
Sreekanth Arikatla <sreekanth.arikatla@kitware.com> Signed-off-by:
Alexis Girault <alexis.girault@kitware.com>
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Sreekanth Arikatla authored
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- Apr 19, 2017
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Dženan Zukić authored
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Nicholas Milef authored
Co-Authored-by:
Alexis Girault <alexis.girault@kitware.com>
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- Apr 11, 2017
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Shusil Dangi authored
/*========================================================================= Library: iMSTK Copyright (c) Kitware, Inc. & Center for Modeling, Simulation, & Imaging in Medicine, Rensselaer Polytechnic Institute. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0.txt Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. =========================================================================*/
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- Apr 06, 2017
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Alexis Girault authored
Fix regression introduced in !121 with the use of the fast normals filter `vtkTriangleMeshPointNormals`. That filter was also applied for surface meshes with non-triangular cells: cells, sphere, capsule, cube (quads and not triangles). Since the issue of non-triangular meshes comes from analytic mesh sources, the output surface meshes will always be rigid, so their normals will stay constant and won't need to be recomputed. We can therefore use the filter `vtkPolyDataNormals`, which is slower but will only need to be called once of no deformation occurs.
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- Jan 26, 2017
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Alexis Girault authored
The main bottleneck with real-time VTK rendering so far appeared to be the normals computation. This commit addresses that issue by making use of the latest normals computation filter in VTK: vtkTriangleMeshPointNormals. While this filter is much (5 to 16 times) faster than vtkPolyDataNormals, it does not check for consistency in the cell orientations that could cause inverted normals, which is why the vtkPolyDataNormals is called once in the surfacemesh renderdelegate to retrieve consistent cells for the input mesh. See VTK merge request for more information : vtk/vtk!2271 PS: That MR requires the latest commits from VTK master, which does not include work made on texture wrap mode nor on multi texture attributes yet: - vtk@62a7ecd8 - vtk@ae373026
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- Dec 20, 2016
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Alexis Girault authored
1) RemoveCuller 2) Disable VBO Shift&Scale check Also use `setUpMapper` (previously setActorMapper) more consistently.
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