Initial Commit
This commit is contained in:
@@ -0,0 +1,86 @@
|
||||
/*=========================================================================
|
||||
|
||||
Library: iMSTK-Unity
|
||||
|
||||
Copyright (c) Kitware, Inc.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0.txt
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
=========================================================================*/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace ImstkUnity
|
||||
{
|
||||
[AddComponentMenu("iMSTK/StaticModel")]
|
||||
/// <summary>
|
||||
/// Use this to represent unmovable rigid objects like the ground plane or other obstacles.
|
||||
/// </summary>
|
||||
public class StaticModel : DynamicalModel
|
||||
{
|
||||
// These filters can accept either imstk or unity geometry input
|
||||
// and output imstk geometry
|
||||
public GeometryFilter visualGeomFilter = null;
|
||||
public GeometryFilter physicsGeomFilter = null;
|
||||
public GeometryFilter collisionGeomFilter = null;
|
||||
|
||||
protected override void OnImstkInit()
|
||||
{
|
||||
imstkObject = InitObject();
|
||||
SimulationManager.sceneManager.getActiveScene().addSceneObject(imstkObject);
|
||||
InitGeometry();
|
||||
Configure();
|
||||
}
|
||||
|
||||
protected override void Configure()
|
||||
{
|
||||
//throw new NotImplementedException();
|
||||
}
|
||||
|
||||
protected override void InitGeometry()
|
||||
{
|
||||
// Setup the collision geometry in its already post transform configuration
|
||||
// as it is a static geometry and will not be transformed
|
||||
// CAVEAT DON'T "REUSE" GeometryFilters in two separate object
|
||||
if (collisionGeomFilter != null)
|
||||
{
|
||||
Imstk.Geometry colGeom = GetCollidingGeometry();
|
||||
Imstk.Mat4d m = transform.localToWorldMatrix.ToMat4d();
|
||||
colGeom.transform(m, Imstk.Geometry.TransformType.ApplyToData);
|
||||
imstkObject.setCollidingGeometry(colGeom);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("No collision geometry provided to DynamicalModel on object " + gameObject.name);
|
||||
}
|
||||
}
|
||||
|
||||
protected override Imstk.CollidingObject InitObject()
|
||||
{
|
||||
return new Imstk.CollidingObject(GetFullName());
|
||||
}
|
||||
|
||||
public override Imstk.Geometry GetVisualGeometry()
|
||||
{
|
||||
return visualGeomFilter.GetOutputGeometry();
|
||||
}
|
||||
public override Imstk.Geometry GetPhysicsGeometry()
|
||||
{
|
||||
return physicsGeomFilter.GetOutputGeometry();
|
||||
}
|
||||
public override Imstk.Geometry GetCollidingGeometry()
|
||||
{
|
||||
return collisionGeomFilter.GetOutputGeometry();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user