I refreshed this old 2014 code to make it run on Qt 5 in 64bits with VS2017 using up to dates libraries rather than Qt 4 in 32 bits. This requires a number of adjustments, and fixing existing bugs, especially since there is no documentation nor build info: - In mat3d.h, replace line 435: return( s << '[' << a00 << ' ' << a01 << ' ' << a02 << ']' << std::endl << s << '[' << a10 << ' ' << a11 << ' ' << a12 << ']' << std::endl << s << '[' << a20 << ' ' << a21 << ' ' << a22 << ']' ); by return( s << '[' << a00 << ' ' << a01 << ' ' << a02 << ']' << std::endl << '[' << a10 << ' ' << a11 << ' ' << a12 << ']' << std::endl << '[' << a20 << ' ' << a21 << ' ' << a22 << ']' ); - in neoHookeanANMForward.cpp and tribox3.cpp, add #include <algorithm> (for std::min) - add the preprocessor directive HAVE_STRUCT_TIMESPEC in the vegaport project. - add the include directory to freeglut in the VS project. - in manipulatedforceframe.cpp line 35, replace dist = min((mp - pproj).norm(), (mp - qproj).norm()); by dist = std::min((mp - pproj).norm(), (mp - qproj).norm()); ** Regarding the port to Qt 5 - in inverseDeformableDesigner.vcxproj.user, changes the occurrences of Qt 4.8.4 to your Qt version (e.g., eg. C:\Libs\Qt\5.12.6\msvc2017_64 ) In the inverseDeformableDesigner project, add include path to $(QTDIR)\include\QtWidgets; - in inversedeformabledesigner.h, replace #include <QtGui/QMainWindow> by #include <QtWidgets/QMainWindow> - in inversedeformabledesigner.h, line 15 / inversedeformabledesigner.cpp line 4: replace Qt::WFlags by Qt::WindowFlags - in inversedeformabledesigner.cpp add #include <QFileDialog> - in inversedesigner.h, #include <QDockWidget> and #include <QListWidget> and #include <QLabel> - in main.cpp line 1, replace #include <QtGui/QApplication> by #include <QtWidgets/QApplication> - replace the included libraries QtCore4.lib QtGui4.lib QtOpenGL4.lib QtXml4.lib by Qt5Core.lib Qt5Gui.lib Qt5OpenGL.lib Qt5Xml.lib Also add Qt5Widgets.lib. ** Regarding the port to 64 bits: * in the inverseDeformableDesigner project, replace the library mkl_intel_c_dll.lib by mkl_intel_lp64.lib * You of course need to recompile the dependencies in 64 bits. This includes downloading a fresh QGLViewer (I used 2.7.2) : - in manipulatedforceframe.h add #include "QGLViewer/manipulatedframe.h" - in inversedesigner.h, add #include "QGLViewer/manipulatedcameraframe.h" - in inversedesigner.cpp, line 2725, 2739, 2753, 2758, 2759, 2760, replace updateGL by update * You need to use a 64bits phread. A precompiled library in x64 has been shipped with the code... but the dll are missing. I used the lib and dll from https://github.com/github-for-unity/sfw/tree/master/lib/pthreads-win32-2.9.1 In the VS project file, I removed pthreadVCE2.lib and pthreadVSE2.lib. * You need to recompile sparselm-1.3 (which can be downloaded) without support for choldmod (use HAVE_CHOLMOD = false in cmake) ; clapack can be found here http://www.netlib.org/clapack/ * Levmar 3.6 can be downloaded and recompiled without hassle. ** Regarding MKL: - set the MKL_INC_PATH to your MKL : C:\Program Files (x86)\IntelSWTools\compilers_and_libraries_2019.5.281\windows\mkl\include Use the MKL library path in additional library directories: C:\Program Files (x86)\IntelSWTools\compilers_and_libraries_2019.5.281\windows\mkl\lib\intel64_win - If you do all of the above, it should compile and run without complaining. However, it will crash during a solve with pardiso (?? pardiso is not linked with...). If this happens, just put the mkl dlls : mkl_core.dll, mkl_def.dll, mkl_intel_thread.dll and mkl_sequential.dll in the executable directory (or just add the MKL binary path to your Path environment variable). ** Regarding execution There is no documentation. However, the interface is quite straigforward : just load an existing config file, and click and the back arrow to solve the proposed inverse problem. The code manages to reproduce (at least) Fig. 2.
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