Tetrahedral cutting and collision

I was attempting to use PbdObjectCellRemoval to remove cells from a tetrahedral mesh similarly to how it is done in the PBDTissueCut example. I was also attempting to use collision with the mesh, however following the cut the collision does not work as expected. Previously on an older version of iMSTK I removed the collision interaction from the scene, re-created the same collision with the cut mesh, added the new collision to the scene and then reinitialized the scene. This used to work, however it now slows down the simulation significantly with each cut made. I was wondering if there is an better alternative to update the collisions.


Hey Justin, we’d have to look at that. I’m surprised that reinitializing the scene during runtime ever worked fast enough for this to be a viable solution. My assumption is that there is a bug somehwere. in the synchronization between the physics data and the collision data. What version of imstk are you using at the moment ?

Hi Harald, I am currently using the most recent version of iMSTK from the GitLab repository. Specifically I was using this within the iMSTK Unreal Engine plugin I was working on where the reinitializing of the scene would only cause a minor hitch for a fraction of a second. After noticing the collision issue in Unreal I tested it in iMSTK standalone and had similar results.