- Jun 18, 2017
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Sreekanth Arikatla authored
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- May 03, 2017
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Dženan Zukić authored
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- Apr 17, 2017
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mohitTyagi authored
Forces were wrongfully applied by the controllers onto the external devices before the forces were computed.
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- Apr 03, 2017
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Hong Li authored
- Velocity of particles should be updated only after collision being resolved. - Rename from integrateVelocity() to updateVelocity() for pbdObject and pbdModel.
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- Mar 15, 2017
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Sreekanth Arikatla authored
Adds deformable-rigid penalty collision handling. Unifies all the penalty collision handling classes into one. Co-Authored-by:
Alexis Girault <alexis.girault@kitware.com>
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- Jan 31, 2017
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Sreekanth Arikatla authored
* Rename TrackingController to DeviceTracker * Have subclasses store a pointer to DeviceTracker instead of inheriting it. This allows: 1. swapping the tracking controller at runtime 2. having multiple controllers control for the same scene object (eg: laparoscopic tool jaw) * Add SceneObjectControllerBase to parent SceneObjectController and other future object controllers * Update tracking data only once per frame: if the same tracker is used for multiple objects, it is updated only once per frame. Each tracker is set to upToDate once the tracking data is updated and offsets computed once at each frame. At the end of the frame all the device trackers are set to be outOfDate.
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Sreekanth Arikatla authored
Scene object controllers are now part of the scene. They are looped through in the sceneManager to update the objects they contain. This will allow extension to the case where multiple scene objects are controlled by the same controller (eg: two-jawed laparoscopic tool).
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- Nov 09, 2016
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Sreekanth Arikatla authored
Renames pbd constraint classes. Renames the selfUpdate to updateGeometries
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- Nov 01, 2016
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Sreekanth Arikatla authored
1. Adds self update to the scene objects. The objects now can update themselves instead of explicit way of updating in the sceneManager class. 2. Clear warnings in PbdVolumeeConstraint, DeformableModel, PbdModel, NewtonMethod classes 3. Clean the main() in the sandbox example
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- Oct 31, 2016
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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
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- Oct 30, 2016
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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
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- Oct 28, 2016
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Sreekanth Arikatla authored
Rename DeformableBodyState to VectorizedState Make the ifDefs consistent in style Place and correct the headers in some files. This has to be done for all files at some point.
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- Oct 26, 2016
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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()
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- Oct 20, 2016
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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
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Alexis Girault authored
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- Oct 18, 2016
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Alexis Girault authored
convert tabs to 4 spaces
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- Aug 19, 2016
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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.
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- Aug 11, 2016
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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.
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- Aug 02, 2016
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tuanthienbk authored
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- Aug 01, 2016
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tuanthienbk authored
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- Jul 28, 2016
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tuanthienbk authored
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- Jul 25, 2016
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Sreekanth Arikatla authored
Style enforcement and add comments over the entire code
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- Jul 15, 2016
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Sreekanth Arikatla authored
Adds updateFunction to the NL system. Some style cleanup.
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- Jul 12, 2016
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Sreekanth Arikatla authored
Move force models implementation to ccp files
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Sreekanth Arikatla authored
Adds solver, maps to scene manager pipeline. Enables different types of state updates. Improves the example.
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Sreekanth Arikatla authored
Maintain consistency in enum class object types Create folders for time integrators and solvers
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Sreekanth Arikatla authored
1. Merge CollidingSceneObject into SceneObject. SceneObject is now optionally viewable and collideable but not movable. SceneObject class has all the functionality of a static object. 2. Rename imstkLigUtility to imstkLogger 3. Rename virtualCouplingObject to virtualToolObject 4. Consistency with brackets for imstk namespace 5. Move enums that into imstk scope unless if the enum has no meaning outside the class
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- Jun 10, 2016
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Alexis Girault authored
1) Change the interactionPair structure to save only one collisiondata per structure, and inform the collisionhandling of a "side" defining which object it is handling, therefore which way it needs to read the collisionData 2) Update MeshToMeshCD to properly populate data based on 1.
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- May 29, 2016
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Alexis Girault authored
Implement getInteractionPairList and getInteractionPairMap in CollisionGraph for this.
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- May 19, 2016
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Alexis Girault authored
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- May 18, 2016
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Alexis Girault authored
1) for camera controller, setup offsets in initModule based on the camera transform 2) for object controller, setup offset in sceneManager initModule based on the object colliding geometry transform This API allows the user to only worry about the geometries and camera transforms, and let the controllers auto-init based on that information when the simulation starts only.
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- May 17, 2016
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Alexis Girault authored
Reset sceneManager loop delay to 0 (fast loop) and remove LOG info to avoid too much printing.
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Alexis Girault authored
Subclass of trackingcontroller and collidingobject
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Alexis Girault authored
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- May 01, 2016
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Alexis Girault authored
A surfaceMesh will not be automatically extracted when reading a volumetricMesh due to the long time necessary for that process, which will be improved later on. (vtkDatasetSurfaceFilter is 100x faster) The user will have to call computeAttachedSurfaceMesh to extract the surface mesh from its volumetricMesh if he needs it.
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- Apr 15, 2016
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Alexis Girault authored
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- Mar 24, 2016
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Alexis Girault authored
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- Mar 23, 2016
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Alexis Girault authored
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Alexis Girault authored
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- Mar 22, 2016
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Alexis Girault authored
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