- Jul 12, 2016
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Alexis Girault authored
1) In imstkMesh, allow to store point data arrays. 2) In imstkSurfaceMesh, get rid of the API for texture coordinates and vertice tangents. Instead, we'll store the name of the data array to use as a default texture coordinate if none is specified by the user, and offer the addTexture() API to populate a texture map storing the filename of the texture and the name of the array to use as texture coordinates. 3) Update imstkVTKMeshReader to copy all point data, not just active texture coordinates, and define the default texture coordinates if active coordinates exist. 4) Update imstkSurfaceMeshRenderDelegate to convert back point data arrays to vtk data arrays wihtin the polydata, and use the latest API in VTK to define multiple texture coordinates and textures.
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Alexis Girault authored
Since updating VTK, changes in MappedVertexArray base class requires to update a few things. (const and typed methods)
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- Jun 21, 2016
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Alexis Girault authored
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- Jun 20, 2016
- Jun 16, 2016
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Alexis Girault authored
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- Jun 15, 2016
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Alexis Girault authored
Also build VRPN servers target to build vrpn_phantom, and correct call to vrpn_Phantom in VRPNDeviceServer
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Alexis Girault authored
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- Jun 10, 2016
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Alexis Girault authored
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Alexis Girault authored
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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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- Jun 09, 2016
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Alexis Girault authored
To geometries, objects, collision data
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- Jun 06, 2016
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Alexis Girault authored
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Alexis Girault authored
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- Jun 02, 2016
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Alexis Girault authored
Still need to connect callbacks to retrieve collision data.
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Alexis Girault authored
Was crashing when starting the simulation without interacting first
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Alexis Girault authored
Was calling the geometry constructor with a random quaternion as a rotation instead of identity. Those are defaulted in the Geometry constructor, so just using the type in Mesh works.
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- May 30, 2016
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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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Alexis Girault authored
Will be stored in each object
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Alexis Girault authored
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Alexis Girault authored
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- May 29, 2016
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Alexis Girault authored
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Alexis Girault authored
Also ignore collision if penetration depth = 0.
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Alexis Girault authored
Implement getInteractionPairList and getInteractionPairMap in CollisionGraph for this.
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- May 27, 2016
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Alexis Girault authored
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Alexis Girault authored
Use Geometry::Type instead of GeometryType. Use GeometryMap::Type instead of GeometryMapType
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Alexis Girault authored
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- May 26, 2016
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Alexis Girault authored
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Alexis Girault authored
To fix dependencies ambiguities with Collision
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Alexis Girault authored
to {0,2,5}
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Alexis Girault authored
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- May 23, 2016
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Alexis Girault authored
1) include <g3log/g3log.hpp> for logger 2) use TimeIntegrator::Type instead of timeIntegratorType 3) use std::array to be able to assign from an initializer list Style: 1) Add call definition in error logs 2) Change case of TimeIntegrator::Type enum 3) do not use 'this->' on class members
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- May 19, 2016
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Alexis Girault authored
in Module, sleep for a duration of loopdelay minus the time elapsed while running once in the loop.
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Alexis Girault authored
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- May 18, 2016
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Alexis Girault authored
was mirroring axis, not inverting rotations
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Alexis Girault authored
Read first rotation quaternion and multiply its inverse to each upcoming rotation quaternion to offset the rotation so that the first rotation is identity.
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Alexis Girault authored
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Alexis Girault authored
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