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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/// <summary>
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/// This class reads in various types of geometry utilized by Imstk
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/// </summary>
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[UnityEditor.AssetImporters.ScriptedImporter(1, new string[] { "vtk", "vtu", "vtp", "stl", "ply", "veg", "msh", "mhd" })]
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public class GeometryImporter : UnityEditor.AssetImporters.ScriptedImporter
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{
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/// <summary>
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/// When on, reverses winding of cells (currently only works for surface meshes)
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/// </summary>
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public bool reverseWinding = false;
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// Default is mirror along the X-Axis
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public Matrix4x4 transform = Matrix4x4.Scale(new Vector3(-1, 1, 1));
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[Tooltip("If true, will center the mesh around the origin")]
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public bool centerMesh = false;
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public override void OnImportAsset(UnityEditor.AssetImporters.AssetImportContext ctx)
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{
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string assetsPath = Application.dataPath;
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assetsPath = assetsPath.Replace("Assets", "");
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string filePath = assetsPath + ctx.assetPath;
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string fileName = System.IO.Path.GetFileNameWithoutExtension(ctx.assetPath);
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// Read the geometry using imstk, warning: type not correct use conversion funcs
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Imstk.PointSet pointSet = Imstk.MeshIO.read(filePath);
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// Create resource to load into
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// Setup a default cube, remove BoxCollider, replace mesh, add Geometry (Imstk), replace Mesh (Unity)
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GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Cube);
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DestroyImmediate(obj.GetComponent<BoxCollider>());
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obj.name = fileName;
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if (centerMesh)
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{
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var vertices = pointSet.getVertexPositions();
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var center = new Imstk.Vec3d(0, 0, 0);
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for (uint i = 0; i < vertices.size(); ++i)
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{
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center += vertices[i];
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}
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center = center / vertices.size();
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pointSet.translate(center*-1.0, Imstk.Geometry.TransformType.ApplyToData);
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}
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if (pointSet.getTypeName() == Imstk.LineMesh.getStaticTypeName())
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{
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Imstk.LineMesh lineMesh = Imstk.Utils.CastTo<Imstk.LineMesh>(pointSet);
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lineMesh.transform(transform.ToMat4d(), Imstk.Geometry.TransformType.ApplyToData);
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lineMesh.updatePostTransformData();
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Mesh mesh = lineMesh.ToMesh();
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foreach (var v in mesh.vertices)
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{
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Debug.Log(v);
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}
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mesh.name = fileName + "_mesh";
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obj.GetComponent<MeshFilter>().sharedMesh = mesh;
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ctx.AddObjectToAsset(obj.name, obj);
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ctx.AddObjectToAsset(mesh.name, mesh); // Add to the load asset
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}
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else if (pointSet.getTypeName() == Imstk.SurfaceMesh.getStaticTypeName())
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{
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Imstk.SurfaceMesh surfMesh = Imstk.Utils.CastTo<Imstk.SurfaceMesh>(pointSet);
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surfMesh.transform(transform.ToMat4d(), Imstk.Geometry.TransformType.ApplyToData);
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surfMesh.updatePostTransformData();
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if (reverseWinding)
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{
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surfMesh.flipNormals();
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}
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Mesh mesh = surfMesh.ToMesh();
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mesh.name = fileName + "_mesh";
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obj.GetComponent<MeshFilter>().sharedMesh = mesh;
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ctx.AddObjectToAsset(obj.name, obj);
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ctx.AddObjectToAsset(mesh.name, mesh); // Add to the load asset
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}
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else if (pointSet.getTypeName() == Imstk.TetrahedralMesh.getStaticTypeName())
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{
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Imstk.TetrahedralMesh tetMesh = Imstk.Utils.CastTo<Imstk.TetrahedralMesh>(pointSet);
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if (tetMesh == null)
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{
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return;
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}
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tetMesh.transform(transform.ToMat4d(), Imstk.Geometry.TransformType.ApplyToData);
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tetMesh.updatePostTransformData();
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Imstk.SurfaceMesh surfMesh = tetMesh.extractSurfaceMesh();
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if (reverseWinding)
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{
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surfMesh.flipNormals();
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}
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Geometry tetGeom = tetMesh.ToImstkMesh();
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tetGeom.name = fileName + "_mesh";
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Mesh mesh = surfMesh.ToMesh();
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mesh.name = fileName + "_mesh_surface";
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obj.GetComponent<MeshFilter>().sharedMesh = mesh;
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ctx.AddObjectToAsset(obj.name, obj);
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ctx.AddObjectToAsset(mesh.name, mesh); // Add to the load asset
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// \todo: Add a custom thumbnail for the tetrahedral mesh
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ctx.AddObjectToAsset(tetGeom.name, tetGeom);
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}
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ctx.SetMainObject(obj);
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}
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}
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}
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