1. Cool let us know about it
2. I guess you are using these components within a node (a Context) which uses the CUDA templates. No GPU version seems to exist in the open-source repository. Therefore, the instantiation using the template “CudaVecxd” will not work.
For your information, instead of GPU, we have an independent…[Read more]
1. Building sofaCUDA Plugin – using CudaVec3d
Major changes occured in the last months in SOFA, affecting SofaCUDA. Which version are you using? master branch? v17.06 branch (as specified)?
CUDA toolkit relies on floats, this explains I guess the issues you are facing.
With the latest version of SOFA, you might need to compile i…[Read more]
I’m happy to have the problem resolved
HandleTopologyChange in IdentityMapping is correct
1.Solution :: For Compliance Data, set default value for all nodes such as 1 Or ignore it
2.Solution :: For IdentityMapping Please Check This Scene
Mesh file address in mesh loader changed
<?xml version="1.0"?>[Read more]
<Node name="Root" dt="0.02" >
i saw the handleTopologyChanged() function for UncoupledConstraintCorrection class,
this run Time error is correct because the compliance Data size is zero in your scene and
when a point is removed , your last index set to -1 and it is out of array range
Now the size of compliance data should be as much as your mesh points OR…[Read more]
@Binesh I just give a quick look at UncoupledConstraintCorrection. I saw that:
, d_handleTopologyChange(initData(&d_handleTopologyChange, true, "handleTopologyChange", "Enable support of topological changes for compliance vector (disable if another component takes care of this)"))
Do you know in which case “another component takes care of…[Read more]
UncoupledConstraintCorrection can handle topology change but that function implemented for points removed and points added So UncoupledConstraintCorrection has no problem with topology change
My Idea is new scene with GmshLoader with all edgesettopology
Great to hear, thank you for keeping us updated @eunkyungbae
I fixed it.
The problem was the quote you were using and I changed the MeshTopology into : one MeshObjLoader and one Mesh component.
<VisualStyle displayFlags="showCollisionModels showVisual" />
<Gravity name="R_Gravity" gravity="0 0 0" />
<MeshObjLoader name="Mesh"…[Read more]
Simulation of suture or knot tying is currently a topic of research. Several groups are starting to focus on this topic. If you are interested, I could invite you to future discussions about it.
To answer your question: yes to have a realistic knot simulation, you need self-collision.
Could you share an example scene with us…[Read more]