1. 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.
  2. 29 Apr, 2016 2 commits
  3. 27 Apr, 2016 2 commits
  4. 26 Apr, 2016 1 commit
    • Sreekanth Arikatla's avatar
      ENH: Adds mesh data memory layout optimizer · 12be8dec
      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.
  5. 24 Apr, 2016 1 commit
  6. 23 Apr, 2016 1 commit
  7. 19 Apr, 2016 1 commit
  8. 15 Apr, 2016 1 commit
    • Alexis Girault's avatar
      STYLE: Clean up geometry and maps · e2767352
      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
      - Rename findEclosingTetrahedra to findEnclosingTetrahedra
      - add override on virtual functions in child classes
      - correct test function name in Sandbox
  9. 13 Apr, 2016 1 commit
  10. 12 Apr, 2016 2 commits
  11. 08 Apr, 2016 1 commit
    • Alexis Girault's avatar
      ENH: Improve Viewer Simulation control · 22fb2144
      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.
  12. 07 Apr, 2016 2 commits
    • Alexis Girault's avatar
      ENH: add Render mode option · 7dffdcbc
      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.
    • Alexis Girault's avatar
      ENH: Add Camera API · bd8a2dcb
      Alexis Girault authored
  13. 05 Apr, 2016 2 commits
  14. 04 Apr, 2016 4 commits
  15. 01 Apr, 2016 3 commits
  16. 29 Mar, 2016 1 commit
  17. 28 Mar, 2016 2 commits
  18. 23 Mar, 2016 2 commits
  19. 22 Mar, 2016 1 commit
  20. 17 Mar, 2016 1 commit
  21. 09 Mar, 2016 1 commit