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 is the base class of Imstk interaction scripts. It exists to provide
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/// different init functions for Imstk classes. This is so that we
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/// can control initialization order in the SimulationManager
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/// </summary>
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public class ImstkInteractionBehaviour : MonoBehaviour
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{
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// TODO Interaction behavior is not ImstkBehavior ????
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public string GetFullName()
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{
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var stack = new System.Collections.Generic.Stack<string>();
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stack.Push(this.GetType().Name);
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stack.Push(gameObject.name);
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Transform parent = gameObject.transform.parent;
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while (parent != null)
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{
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stack.Push(parent.gameObject.name);
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parent = parent.transform.parent;
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}
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var newName = stack.Pop();
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while (stack.Count != 0)
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{
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newName = newName + "/" + stack.Pop();
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}
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return newName;
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}
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public void ImstkDestroy()
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{
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OnImstkDestroy();
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}
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public virtual Imstk.SceneObject GetImstkInteraction() { return null; }
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public void ImstkInit() { OnImstkInit(); }
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public void ImstkStart() { OnImstkStart(); }
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/// <summary>
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/// Called before initializing the scene
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/// </summary>
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protected virtual void OnImstkInit() { }
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/// <summary>
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/// Called after scene has been initialized
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/// </summary>
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protected virtual void OnImstkStart() { }
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/// <summary>
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/// Called when done
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/// </summary>
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protected virtual void OnImstkDestroy() { }
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static public (T a, U b) ConvertAndOrder<T, U>(DynamicalModel model1, DynamicalModel model2)
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where T : Imstk.CollidingObject
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where U : Imstk.CollidingObject
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{
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if (model1 == null || model2 == null)
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{
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Debug.LogError("Interaction input can't be null");
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}
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if (model1 as T == null && model2 as T == null)
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{
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Debug.LogError("One of the models has to be a " + typeof(T).Name);
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}
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if (model1 as U == null && model2 as U == null)
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{
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Debug.LogError("One of the models has to be a " + typeof(U).Name);
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}
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// This will always return null, null if any of the above errors occur
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if (model1 as T != null) return (model1 as T, model2 as U);
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else return (model2 as T, model1 as U);
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}
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}
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}
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