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HugoKeymaster
Hi Coco,
The only implementation described in TetrahedronSetTopologyAlgorithms is a subdivision based on the plane crossing a tetrahedron.
This is pretty limited. You can actually handle your own subdivision of tetrahedron by writing a Component (like TopologicalChangeProcessor) based on the functions available in the TetrahedronSetTopologyModifier.
There you will be able to implement your own subdivision.Did you already make some progress since December?
Best,
Hugo
HugoKeymasterShall we close the topic then?
HugoKeymasterHi Elek,
Nice to hear for the compilation.
About your points:1) you should use Exporters, like the VTK Exporter. Look at the component and its API. Otherwise, you can find some pages about it:
- in the doc,
- in the forum (especially reply #5858).
2) to export the whole MechanicalObject (DOF), you can use the ExportState. For the rest, you can use the first-mentioned VTKExporter and set your data as PointData. A data field “pointsDataFields” is available in the VTKExporter.
Hope this helps.
Hugo
HugoKeymasterHi Elek,
Are you compiling using the flag SOFA_NO_OPENGL=1?
If yes, what plugin did you activate?
Does any of those plugins have a dependency to SofaOpenglVisual (or related module)?As you can see from the continuous integration of the PR #110, the compilation ran successfully.
Best,Hugo
HugoKeymasterHi Elek,
Yes indeed the pull-request #110 (mentioned in our previous discussion) do not fix the Modeler. But this is on purpose:
- first, the Modeler is no longer officially supported. It is rather messy and old. A new modeler, better designed should be implemented.
- the dependencies to OpenGL in the Modeler are pretty dirty as well. It would take some time to fix and this was not the purpose of the PR.
To fix this, just de-activate the Modeler at the configuration (CMake).
Do you really need it ?Cheers,
Hugo
21 December 2016 at 15:42 in reply to: [SOLVED] FixedRotationConstraint and LinearMovementConstraint not working #8243HugoKeymasterHi Jens,
I think what allows to stop any movement is to set a new step of the movements (and keyTime), but with the same value. As follows:
<LinearMovementConstraint template="Rigid3d" name="linearMovementConstraint1" indices="0" keyTimes="0 1.5 3 4.5 6 7.5 9 10" movements="0 0 0 0 0 0 0 0 -0.15 0 0 0 0 0 0 0 0 0 0 0 -0.15 0 0 0 0 0 0 0 0 0 0 0 -0.15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0" />
Best
Hugo
HugoKeymasterHi Elek,
The commits in the pull-request #110 should fix your issue.
Let us know if you face any new issue with SOFA by creating a new topic.
Best wishes,Hugo
HugoKeymasterHi @arcadiablur,
Did you succeed to do what you wanted?
At my best knowledge, rotation of mesh is only available using Euler angles. However, to edit your mesh and define the right orientation, this should be done before loading it into SOFA. This would be feasible in any mesh editor (Paraview or MeshLab for instance).NOTE: In C++, you have the class Quater allowing for manipulating quaternions and the related Euler angle.
Best
Hugo
HugoKeymasterHi @rgao16sofa,
I am pretty sure the Fred’s hint solved your issue, I close the topic.
Let us know (in a new thread) about the new problems you could face.Best
Hugo
HugoKeymasterHugoKeymasterHi Jason,
This is a pretty old topic. I guess you solved it.
Keep me updated about it, best wishes,Hugo
HugoKeymasterDear Francesco,
I will close this topic.
If you have more specific questions about collision detection, please do not hesitate to create a new forum topic.Best,
Hugo
HugoKeymasterDear @ywanling Alison,
It has been a long time.
Did you make it?
This thread is pretty old, I was wondering about closing it. Let us know about your progress.
Best,Hugo
HugoKeymasterDear Wong,
I am no expert in Mouse events but here is what I can tell.
Mouse options that you can choose through the Mouse Manager in the runSofa GUI are described in the component: MouseOperations.cpp. This MouseOperation enumerates the different options.Each Mouse option is actually a InteractionPerformer. For instance, the option allowing for cutting with the mouse wheel (in TriangleSurfaceCutting.scn) is the InciseAlongPathPerformer.
Check these components out, this will help.
Cheers,
Hugo
HugoKeymasterHugoKeymasterPerfect Coco,
If you have any further question, do not hesitate to create a new topic.
I’ll mark this one as solved.
Best,Hugo
HugoKeymasterHugoKeymasterHi @mallikarjuna !
Any update about this topic?
If no, I’ll have to close it since it’s already 6-month old.Best,
Hugo
HugoKeymasterHugoKeymasterHi guys ! @sergioteovit @korcan
Any update about this topic?
If no, I’ll have to close it.Best,
Hugo
HugoKeymasterAlright,
The plugin was working with previous versions of CGAL, so I guess there shouldn’t be too much work. If you’re stuck, let us know on this thread, we’ll try to progress together.
Cheers,
Hugo
HugoKeymasterHi Juan Jo,
It’s highly possible.
We did not use the CGAL plugin for some time!!
That would be an amazing contribution if could have a look at it.
Could you make it?HugoKeymasterHi Luigi,
This hand reminds me another topic 😉
Simple question: have you checked the normals of your finger meshes?
Did you make sure the sphere and the fingers weren’t in the same collision group?Cheers,
Hugo
HugoKeymasterAlright Luigi,
I think we can close this thread and do not hesitate to open a new one if you face any new issue. Cheers,
Hugo
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