1. 10 Jun, 2019 1 commit
  2. 31 Oct, 2017 1 commit
  3. 17 Sep, 2017 2 commits
  4. 24 Aug, 2017 1 commit
  5. 18 Jun, 2017 1 commit
  6. 03 May, 2017 1 commit
  7. 17 Apr, 2017 1 commit
  8. 03 Apr, 2017 1 commit
    • Hong Li's avatar
      BUG: Fixed bug with PBD collision · 3c1b3f76
      Hong Li authored
      - Velocity of particles should be updated only after collision being
      - Rename from integrateVelocity() to updateVelocity() for pbdObject and
  9. 15 Mar, 2017 1 commit
  10. 31 Jan, 2017 2 commits
    • Sreekanth Arikatla's avatar
      ENH: Refactor Tracking Controller · 0ad9bb06
      Sreekanth Arikatla authored and Alexis Girault's avatar Alexis Girault committed
      * 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.
    • Sreekanth Arikatla's avatar
      ENH: Refactor scene object controller · ad04eaff
      Sreekanth Arikatla authored and Alexis Girault's avatar Alexis Girault committed
      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).
  11. 09 Nov, 2016 1 commit
  12. 01 Nov, 2016 1 commit
    • Sreekanth Arikatla's avatar
      ENH: Adds self update to the scene objects · 0c7614cb
      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
  13. 31 Oct, 2016 1 commit
    • 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
  14. 30 Oct, 2016 1 commit
    • 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
  15. 28 Oct, 2016 1 commit
  16. 26 Oct, 2016 1 commit
  17. 20 Oct, 2016 2 commits
  18. 18 Oct, 2016 1 commit
  19. 19 Aug, 2016 1 commit
    • 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.
  20. 11 Aug, 2016 1 commit
    • 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.
  21. 02 Aug, 2016 1 commit
  22. 01 Aug, 2016 1 commit
  23. 28 Jul, 2016 1 commit
  24. 25 Jul, 2016 1 commit
  25. 15 Jul, 2016 1 commit
  26. 12 Jul, 2016 4 commits
  27. 10 Jun, 2016 1 commit
    • Alexis Girault's avatar
      ENH: CollisionData per interaction + mesh CCD · 2e92b804
      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.
  28. 29 May, 2016 1 commit
  29. 19 May, 2016 1 commit
  30. 18 May, 2016 1 commit
    • Alexis Girault's avatar
      ENH: Init controllers offsets on simulation start · 8b6eb924
      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.
  31. 17 May, 2016 3 commits
  32. 01 May, 2016 1 commit
    • Alexis Girault's avatar
      ENH: change default init in volumetricMesh reader · 6ba5d6a5
      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.