Well, that depends on your preconditioner. For my particular use case, the preconditioned can be represented as a matrix, but its easier to represent it as some functions, kind of matrix-free preconditioner. I think saying that a its based on a external linear direct solver may arise to some misconceptions later. Better to just say that is has to…[Read more]
Thanks Hugo. I have read the document you proposed and I think that this:
The ShewchukPCGLinearSolver allows to choose the preconditioner of our choice based on an external direct linear solver: LULinearSolver, SparseLDLSolver, etcIs not exactly correct.
From reading the source code, I think any linear solver can be used, not only direct linear…[Read more]
So ShewchukPCGSolver is a preconditioned conjugate gradient implementation. Why is not the default CG implementation? Seems like it is a bit hidden…
If I understand correctly, I just need to provide an implementation of my preconditioner, deriving it from
sofa::core::behavior::LinearSolverand link it to the preconditioners property, right?
I am trying to implement an AngularVelocityConstraint. I am looking at the LinearVelocityConstraint for inspiration and I see that if the constraint is still active (
if(finished)...), it applies some corrections to the positions, but if not, it doesn’t. Is this the correct behavior? Do I need to apply the constraint to both the velocity and…[Read more]
Okay, was my problem. Didnt realize the the example scene I was looking to had the fixed collider outside the scope of the ODESolver and the CGSolver. I have put my shere outside the scope of my ODESolver and now is fixed.
I am trying to make a basic scene with collisions, made of one plane under gravity and a not simulated sphere. Both objects have collision models and I am expecting to see the plane collide against the sphere. What I am seeing is the sphere breaking and deforming in a very strange manner. I have posted the scene in my nextcloud, as apparently…[Read more]
I have a scene in which I have two sets of independent dofs (
d) and one set of mapped dofs (p). The mapping is a multimap with the following expresion:
p = Bx + d
I also have a projective constraint on
I have tested all of my components and everything seems to be working fine, but when I simulate a basic triangular mesh under gravity with…[Read more]
Okay, I see the point. If the DataEngine initializing the data is after the MO, the MO init function will be called before the init function of my DataEngine so the MO will see nothing when executhing the link, no?
Not sure I can share my scene. It uses some plugin code I can’t share atm.
I am trying to initialize my degrees of freedom using a DataEngine. Still, its a bit unclear what is the order of initialization of the different components in a scene. Any hint about this?
Apparently the plugin was compiled without debug symbols, not sure why. I have wiped the plugin build directory and rerun cmake and now the compiler is adding the correct flag for building the debug symbols.
With that, in case anyone need it in the future: I am using linux and qtcreator as IDE. I just need to ‘Start and Debug an external…[Read more]
I have a scene with 3 mechanical objects. 2 mechanical objects contain independent DoFs and the third one contain mapped values. The issue is that at startup, the values I know are the mapped values, as they directly from a mesh, but it looks like at startup the values are propagated from independent dofs to mapped dofs (which makes sense).
I am…[Read more]
I am developing a plugin and I want to do some debugging but I am not sure how to do it. I am using the SofaPython3 plugin and using a python scene.
Sofa and SofaPython3 are compiled in Release mode, and my own plugin is compiled in Debug mode.
I have tried to start runSofa with my python scene and attach a debugger to the process, but haven’t…[Read more]
I am trying to create some SOFA scenes , but I’m having some trouble trying to know the name of the objects or the properties it has.
In python for example I have:
I copied this from a .scn file
<GridMeshCreator name="loader" filename="nofile" resolution="2 2"…
I am trying to implement a plugin with some new mappings. For now, I am just trying a test case, implement something equivalent to the IdentityMultiMapping.
My code compiles fine, but when I try to load the plugin in a scene, I get a linking issue:
[ERROR] [PluginManager] Plugin loading failed…[Read more]
I would like to know how to create a mapping of several states to one single state. I have some forces that depend on a state, but that state is defined kinematically as the sum of two other states (which are my degrees of freedom).
p = Bv + x
I have checked
BaseMappingand in both cases they talk only about mapping…[Read more]
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