- May 03, 2016
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Alexis Girault authored
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- May 02, 2016
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Alexis Girault authored
In release, the empty while loop were stuck. Making m_status volatile would fix the issue, but here we are dealing with a variable handled by multiple threads, so making it atomic makes the most sense.
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Alexis Girault authored
Geometry sprint See merge request !80
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Alexis Girault authored
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Alexis Girault authored
Was removed in 33a65d44. Now wraps extractSurfaceMesh.
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Sreekanth Arikatla authored
Removes lambda to inline the uniqueness check for performance.
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- May 01, 2016
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Sreekanth Arikatla authored
Modifies surface extraction algorithm to search for unique triangle faces instead of O(N^2) search over tetrahedra. It still takes longer in debug mode. TODO: Explore faster ways to do the extraction.
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Sreekanth Arikatla authored
Makes extract surface functionality as utility as utility instead of hardwiring to extract the attached surface mesh.
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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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Alexis Girault authored
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- Apr 29, 2016
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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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Alexis Girault authored
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Alexis Girault authored
Also implemented MappedVertexArray to map out structure vertices to polydata points directly (no copy).
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- Apr 27, 2016
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Alexis Girault authored
1) Only update the renderWindow in setRenderingMode if the viewer is up and running 2) Do not set a renderMode when setting a new current scene if the viewer is not yet rendering.
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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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- Apr 26, 2016
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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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- Apr 24, 2016
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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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- Apr 23, 2016
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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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- Apr 22, 2016
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Sreekanth Arikatla authored
Adds comments to the classes and their functions in geometry module
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Sreekanth Arikatla authored
Adds surface mesh extraction from tetrahedral mesh TODO: code style check and test
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Sreekanth Arikatla authored
Adds one to one nodal map between two meshes. There are compute and set options for the map.
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- Apr 19, 2016
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Alexis Girault authored
1) readAsAbstractPolyData completed 2) readAsGenericFormatData still ongoing 3) implemented standard createSurfaceMesh in MeshReader
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Alexis Girault authored
Check that visual geometry exists and that a delegate has be created.
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Alexis Girault authored
Make sure textureCoordinates exist, and compute the vertice normals if they were not already computed.
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- Apr 18, 2016
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Alexis Girault authored
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- Apr 15, 2016
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Alexis Girault authored
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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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Alexis Girault authored
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- Apr 13, 2016
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Sreekanth Arikatla authored
Minor fixes to returning references to locals in various places.
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- Apr 12, 2016
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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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- Apr 11, 2016
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Sreekanth Arikatla authored
Adds Identity map. Adds some safe gaurds.
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- Apr 09, 2016
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Alexis Girault authored
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- Apr 08, 2016
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Alexis Girault authored
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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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- Apr 07, 2016
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Alexis Girault authored
Also merge Utility within Core.
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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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