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  1. Nov 11, 2016
    • Sreekanth Arikatla's avatar
      STYLE: Enforce style in pbd classes · ad2f7e6e
      Sreekanth Arikatla authored
      1. Enforces style to move one line code to one line
      2. Move multiple lines to .cpp
      3. make epsilon part of the class
      4. SolvePositionConstraint in the base class is made pure virtual
      ad2f7e6e
  2. Nov 10, 2016
  3. Nov 09, 2016
  4. Nov 08, 2016
  5. Nov 03, 2016
  6. Nov 01, 2016
  7. Oct 31, 2016
    • Sreekanth Arikatla's avatar
      COMP: Refactoring pbd collision constraint classes · 14e2820b
      Sreekanth Arikatla authored
      1. Seperate files for separate Pbd colliison constrain classes
      2. Preincrement lop variables
      3. Refactor collision constraint classes: remove raw pointers, using auto, style corrections
      4. Move pbd constraints to seperate folder within constraint folder
      5. Clears warnings in Physics module
      14e2820b
  8. Oct 30, 2016
    • Sreekanth Arikatla's avatar
      STYLE: Place all dynamicalModel related into separate folder · 83683fc8
      Sreekanth Arikatla authored
      Place all dynamicalModel related into separate folder.
      SceneElements now has just the tangable and intangable objects.
      83683fc8
    • Sreekanth Arikatla's avatar
      ENH: Refactor dynamical object classes · b646b28c
      Sreekanth Arikatla authored
      1. Dynamical object classes are templated with the problem state
         (Deformable bodies use vectorized state. Pbd objects use pbdState.)
      2. Pbd state is refactored to have only the current state
      3. Rename deformableBodyState to VectorizedState which can be used in
         future by all the finite element and vectorized formulations
      4. Remove unnecessary mappnig for the cloth example
      5. Adds queries to sceneobject for visible, collidable and physics
      6. Optional allocation of internal states for pbdState
      7. Removes the specialized calls in the sceneManager::runModule.
         This will be further cleaned.
      8. Correct ifdef in imstkNewmarkBeta.h
      b646b28c
  9. Oct 28, 2016
  10. Oct 27, 2016
  11. Oct 26, 2016
    • Sreekanth Arikatla's avatar
      ENH: Generalizes solver interface · c2b25b96
      Sreekanth Arikatla authored
      Adds a solver base class so that both nonlinear solvers and the pbd solver derives from it.
      This simplifies the SceneManager::runModule()
      c2b25b96
    • Sreekanth Arikatla's avatar
      COMP: Refactoring pbd classes · 697c43a0
      Sreekanth Arikatla authored
      Make a base class for problem state. All math models uses states that are derived from this class.
      Rename ProblemState class to DeformableBodyState
      Rename positionBasedModel to positionBasedDynamicsModel
      Replace raw pointers with smart pointers in pbdModel class
      rename class functions in pbdModel
      pbdState: move function definitions to .ccp & replace int by size_t
      697c43a0
  12. Oct 25, 2016
  13. Oct 24, 2016
  14. Oct 20, 2016
    • Alexis Girault's avatar
    • Alexis Girault's avatar
      ENH: Refactor VirtualCouplingObject in a controller · 621038b5
      Alexis Girault authored
      SceneObjectController: similar to cameraController, it
      subclasses trackingController to update the transformation
      of an object master geometry, instead of updating itself.
      
      SceneObject: similar to camera, has an interface to easily
      setup a controller using a device client.
      
      CollidingObject: stores the force vector that is to be
      applied to the device.
      
      SceneManager: make the API calls from controller instead
      of object
      621038b5
    • Alexis Girault's avatar
      ENH: remove interface for transforming geometry in RigidObject · 7c272963
      Alexis Girault authored
      We are still wondering how to store/apply our geometries.
      Having yet another interface to only wrap the API to
      transform the geometry is not needed: we can directly
      call them on the geometry themselves for more transparency
      on what geometry is being updated.
      
      This will be investigated later on when we will work with
      rigib body dynamics.
      7c272963
    • Alexis Girault's avatar
    • Alexis Girault's avatar
      ENH: Divide SceneObject & CollidingObject · d8fee1f4
      Alexis Girault authored
      Colliding geometry is only in CollidingObject.
      
      To do this, we also had to :
      - have PbdObject inherit CollidingObject (in the future
      there should not be a distinct object class just for Pbd :
      there should just be dynamical objects that can use
      different models, like Pbd or FEM)
      - remove useless checks when creating interactions: even
      two colliding objects (not dynamic, aka static) could
      be interacting if they are both controlled by devices
      d8fee1f4
  15. Oct 19, 2016
    • Alexis Girault's avatar
      ENH: Implement getMasterGeometry · 85470771
      Alexis Girault authored
      Returns master geometry, defined master in the
      geometry maps of the objects. Physic geometry will
      drive the changes to the colliding geometry, which
      will drive the changes to the visual geometry
      85470771
  16. Oct 18, 2016
  17. Oct 17, 2016
  18. Oct 07, 2016
  19. Oct 06, 2016
    • Alexis Girault's avatar
      BUG: Fix two omnis issue · 619dac43
      Alexis Girault authored
      Co-authored by: Nicholas Milef <milefn@rpi.edu>
      
      1) DeviceClient : not a module anymore, only stores device info
      and holds callbacks
      
      2) VRPNDeviceClient : subclasses DeviceClient AND Module, to
      conserve the ability to run multiple clients in parallel with
      a VRPN server
      
      3) HDAPIDeviceServer : new module that manages the HDAPIDevice
      clients execution, which need to be made sequentially. Also helps
      managing a unique hdScheduler.
      
      4) HDAPIDeviceClient : lets the HDAPIDeviceServer handle the
      hdScheduler. Also makes use of hdMakeCurrentDevice.
      
      5) SimulationManager : refactor to run modules instead of
      deviceservers or deviceclients
      
      6) Sandbox : use new simulationManager API to add modules
      619dac43
  20. Aug 19, 2016
    • Hong Li's avatar
      Add LineMesh & Change workflow for pbd objects · 5623cd7b
      Hong Li authored
      - Fix workflow for PBD in SceneManager.cpp. Add/modify related functions for
      PbdObject/PbdRigidObject/VirtualCoupleingPBDObject. It should work for the
      most general case where collision/physics/visual meshes are different from
      each other.
      - Add LineMesh class and LineMeshRenderDelegate. Add support for LineMesh
      class in imstkGeometry, imstkMesh, imstkRenderDelegate.
      
      - Fix a bug for computeBoundingBox() in imstkMesh.
      - Fix a bug for applying mapping in TetraTriangleMap.
      - Fix a bug for computing the center of tetra in TetraTriangleMap.
      5623cd7b
  21. Aug 11, 2016
    • Hong Li's avatar
      Implement virtual coupling object for Pbd · d9216aa0
      Hong Li authored
      	-Create PbdRigidObject class for objects that are not deformable but need
      	to interact with deformable pbd objects.
      	-Create VirtualCouplingPbdObject class, which is inherted from
      	PbdRigidObject and TrackingController. The physics and colliding
      	geometry(mesh) need to be translate/rotate manually to interact
      	with deformable objects, which is different from existing
      	VirtualCouplingObject class.
      d9216aa0
  22. Aug 08, 2016
  23. Aug 04, 2016
  24. Aug 03, 2016
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