- 01 May, 2016 1 commit
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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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- 29 Apr, 2016 2 commits
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Sreekanth Arikatla authored
The way its done the outer loop will not be traversed fully all the time. Fixes this bug in surface mesh extraction function.
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Alexis Girault authored
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- 27 Apr, 2016 2 commits
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Alexis Girault authored
reads polydata and unstructured grid meshes
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Alexis Girault authored
1) Clean up print methods 2) Put initialize, print, clear, getVolume on top 3) Add missing overrides 4) Replace extractSurfaceMesh by computeAttachedSurfaceMesh 5) Define Mesh::print 6) Use Mesh::clear in subclasses
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- 26 Apr, 2016 1 commit
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Sreekanth Arikatla authored
Adds optimizer to the mesh. This algorithm rewires the node order and triangle connectivity to optimize for memory layout. Adds tests for the same. The algorithm starts with a random node and flood-fills in the triangular mesh space adds nodes and elements at every iteration. The iteration ends when the surface is "flooded". The algorithm assumes that the mesh is one topologically connected entity. TODO: Further optimization at each iteration. Extend to other mesh types.
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- 24 Apr, 2016 1 commit
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Sreekanth Arikatla authored
Adds a function to check if a geometry is a mesh. Adds printing to geometry class Stylistic changes in extract mesh class
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- 23 Apr, 2016 1 commit
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Sreekanth Arikatla authored
Fixes bugs and tests surface extraction. Fixes bugs and tests one to one nodal map.
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- 19 Apr, 2016 1 commit
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Alexis Girault authored
1) readAsAbstractPolyData completed 2) readAsGenericFormatData still ongoing 3) implemented standard createSurfaceMesh in MeshReader
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- 15 Apr, 2016 1 commit
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Alexis Girault authored
- Add imstk::Mat4f and imstk::Mat4d - Add imstk::MAX_D and imstk::MIN_D - Remove 'Map' from GeometryMap functions - Reorder functions in a consistent manner - Correct reference returns - remove unnecessary ismtk:: due to namespace - rename vertex/triangle/hexadron/tetrahedron composed methods with their plural form when needed - follow style rule with return type on a line and function name on the following one during declaration - move print() to geometryMap base class and use it in override functions - use for each c++11 architecture when possible - correct wrong iteration in HexahedralMesh::getVolume - place conditions for return at the top of functions - declare WeightsArray in TetrahedralMesh instead of TetraTriangleMap - Rename findEclosingTetrahedra to findEnclosingTetrahedra - add override on virtual functions in child classes - correct test function name in Sandbox
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- 13 Apr, 2016 1 commit
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Sreekanth Arikatla authored
Minor fixes to returning references to locals in various places.
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- 12 Apr, 2016 2 commits
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Sreekanth Arikatla authored
Adds tet-tri map and all the support functionality that it needs
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Sreekanth Arikatla authored
Adds Tetra-Triangular mesh map. TODO: Code check and add tests
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- 08 Apr, 2016 1 commit
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Alexis Girault authored
(1) `SimulationManager::startSimulation()` will check if a Viewer is already rendering, and will only start a rendering/interaction loop in the main thread if it isn't. This allows us to work with two possible cases: (a) a QT Application with an existing widget for rendering, in which case we do not want to control the rendering window ourself in a loop (b) a standalone `vtkRenderWindow` application, in which case we do want to create a window when our simulation starts and loop until the window is closed. (2) `SimulationManager::startSimulation()` can be launched with a debug boolean option (off by default), which will allow to not automatically simulate the dynamics of the scene, to be able to interact with the scene beforehand (using the mouse). (3) `imstk::InteractorStyle` is based on vtkInteractorStyle specifically the trackballCamera and allows to ignore mouse events in simulation mode, and uses key events to control the simulation: 's' : start simulation 'e' : end simulation ' ' (space) : pause/run simulation (4) The `Viewer` class and the `InteractorStyle` class have been moved to the `SimulationManager` module, since they are more drivers of the application themselves. (5) The 'Sandbox' example has been refactored to make it easier to test autonomous tests, and updated to use the new driver architecture brought with this commit.
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- 07 Apr, 2016 2 commits
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Alexis Girault authored
- SIMULATION adds the object actors and set the interactor style to no interactions. - DEBUG adds additional actors to visualize lights, the camera, axis, and set the interactor style to trackball to interact with the scene.
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Alexis Girault authored
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- 05 Apr, 2016 2 commits
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Alexis Girault authored
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Alexis Girault authored
Light still a WIP
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- 04 Apr, 2016 4 commits
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Sreekanth Arikatla authored
Adds visual tests for Isometric mapping
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Sreekanth Arikatla authored
Changes names of math constants
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Sreekanth Arikatla authored
Uses imstk defined math constants
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Sreekanth Arikatla authored
Adds geometry map base class and isometriMap Signed-off-by:
Sreekanth Arikatla <sreekanth.arikatla@kitware.com>
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- 01 Apr, 2016 3 commits
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Alexis Girault authored
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Alexis Girault authored
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Alexis Girault authored
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- 29 Mar, 2016 1 commit
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Alexis Girault authored
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- 28 Mar, 2016 2 commits
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Alexis Girault authored
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Alexis Girault authored
Can directly used to create visual objects. Also use unordered_map in SimulationManager.
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- 23 Mar, 2016 2 commits
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Alexis Girault authored
Was not applying the quaternion on the good side.
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Alexis Girault authored
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- 22 Mar, 2016 1 commit
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Alexis Girault authored
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- 17 Mar, 2016 1 commit
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Alexis Girault authored
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- 09 Mar, 2016 1 commit
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Alexis Girault authored
Uses a dummy implementation of imstkScene to test a module execution in multithreading.
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