Initial Commit
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/*=========================================================================
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Library: iMSTK-Unity
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Copyright (c) Kitware, Inc.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0.txt
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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=========================================================================*/
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using UnityEngine;
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namespace ImstkUnity
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{
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[AddComponentMenu("iMSTK/BoundaryCondition")]
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/// <summary>
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/// Use this behavior to mark vertices on a deformable object as `fixed`.
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/// </summary>
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/// This means they won't move but are still part of the overall system.
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/// In general this will mean that the object will be attached to the points
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/// selected. As the shape assigned can be any mesh this is an easy way to fix
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/// an object in space. To indicate which points should be you can use any unity
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/// Boundary condition points are considered to have infinite mass, this may cause
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/// issues with collision response, prefer the "Constraint" behaviors over this one.
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public class BoundaryCondition : MonoBehaviour
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{
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public GameObject bcObj = null;
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public bool hideMesh = true;
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void Start()
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{
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var renderer = bcObj.GetComponent<MeshRenderer>();
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if (renderer != null && hideMesh)
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{
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renderer.enabled = false;
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}
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}
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}
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}
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