Implement virtual coupling object for Pbd
-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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- Base/Constraint/imstkPbdCollisionConstraint.cpp 2 additions, 2 deletionsBase/Constraint/imstkPbdCollisionConstraint.cpp
- Base/Rendering/RenderDelegate/imstkSurfaceMeshRenderDelegate.cpp 11 additions, 11 deletions...ndering/RenderDelegate/imstkSurfaceMeshRenderDelegate.cpp
- Base/SceneElements/Objects/imstkPbdModel.cpp 11 additions, 0 deletionsBase/SceneElements/Objects/imstkPbdModel.cpp
- Base/SceneElements/Objects/imstkPbdModel.h 5 additions, 0 deletionsBase/SceneElements/Objects/imstkPbdModel.h
- Base/SceneElements/Objects/imstkPbdObject.cpp 2 additions, 1 deletionBase/SceneElements/Objects/imstkPbdObject.cpp
- Base/SceneElements/Objects/imstkPbdObject.h 4 additions, 4 deletionsBase/SceneElements/Objects/imstkPbdObject.h
- Base/SceneElements/Objects/imstkPbdRigidObject.cpp 36 additions, 0 deletionsBase/SceneElements/Objects/imstkPbdRigidObject.cpp
- Base/SceneElements/Objects/imstkPbdRigidObject.h 80 additions, 0 deletionsBase/SceneElements/Objects/imstkPbdRigidObject.h
- Base/SceneElements/Objects/imstkPbdState.h 10 additions, 2 deletionsBase/SceneElements/Objects/imstkPbdState.h
- Base/SceneElements/Objects/imstkVirtualCouplingPBDObject.cpp 127 additions, 0 deletionsBase/SceneElements/Objects/imstkVirtualCouplingPBDObject.cpp
- Base/SceneElements/Objects/imstkVirtualCouplingPBDObject.h 103 additions, 0 deletionsBase/SceneElements/Objects/imstkVirtualCouplingPBDObject.h
- Base/SimulationManager/imstkSceneManager.cpp 31 additions, 11 deletionsBase/SimulationManager/imstkSceneManager.cpp
- Examples/ETI/main.cpp 156 additions, 58 deletionsExamples/ETI/main.cpp
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