- 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 20, 2016
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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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Sreekanth Arikatla authored
Adds time integrator which only sets rules for finite difference in time. Adds comments for DeformableObject class
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Alexis Girault authored
Usefull for when VRPN servers allows to add multiple devices. Implement testTwoFalcons example to illustrate use of two novint falcons.
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Alexis Girault authored
1) for camera controller, setup offsets in initModule based on the camera transform 2) for object controller, setup offset in sceneManager initModule based on the object colliding geometry transform This API allows the user to only worry about the geometries and camera transforms, and let the controllers auto-init based on that information when the simulation starts only.
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- May 17, 2016
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Alexis Girault authored
Default value is 0 if not set (close to 1ms)
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Alexis Girault authored
Reset sceneManager loop delay to 0 (fast loop) and remove LOG info to avoid too much printing.
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Alexis Girault authored
1) collidingobject needs to be virtual 2) trackingController was not passing scaling value
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Alexis Girault authored
Subclass of trackingcontroller and collidingobject
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Alexis Girault authored
Just like camera.
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Alexis Girault authored
Used for camera controller, will be used for virtual tool object. Useful to take care of world transformations (scaling, offset, inverse translation, mirror rotations)
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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
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Alexis Girault authored
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- May 16, 2016
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Sreekanth Arikatla authored
Adds memory.h for windows in cameraController to clear compiler errors
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Sreekanth Arikatla authored
Adds close viewer window with esc button..
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Alexis Girault authored
1) public constructor 2) add inversion flags 3) apply correct offsets and scales still need to apply rotation offset based on camera initial orientation
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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
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Alexis Girault authored
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- May 13, 2016
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Alexis Girault authored
1) Camera does not hold a vtkCamera anymore (less tight integration). It holds camera parameters. 2) Camera has a pointer to CameraController, that you can set up based on a deviceclient. This camera controller has a reference to the camera, and updates its parameters based on the deviceclient retrieved information. 3) Scene runs the controller as an asynchronous module in its own thread, it is therefore started in Scene::initModule and ended in Scene::cleanUpModule. 4) In the timer loop of InteractorStyle, the vtk camera is updated based on the scene camera. 5) In Renderer, a new vtk Camera needs to be created to match the scene camera, since it is not created anymore in imstk::Camera.
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Alexis Girault authored
1) Create a timer on the renderWindowInteractor 2) Render() in 'InteractorStyle::OnTimer()'
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Alexis Girault authored
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