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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/// Makes a deformable object tearable
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/// </summary>
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/// Currently this is only well tested in iMSTK with Line Meshes
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/// Notes: Tearable is the first iMSTK Component figure out interfaces
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/// Currently PbdObject is still a SceneObject (which is an entity)
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/// This means we need to have it initialized before we can add ourselves
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/// to it
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public class Tearable : ImstkBehaviour
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{
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Imstk.Tearable _tearable;
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public float maxStrain = 0f;
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protected override void OnImstkInit()
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{
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_tearable = new Imstk.Tearable();
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_tearable.setMaxStrain((double)maxStrain);
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var pbdObject = FindPbdObject();
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if (pbdObject != null)
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{
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pbdObject.addComponent(Imstk.Utils.CastTo<Imstk.Component>(_tearable));
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}
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else
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{
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Debug.LogWarning("Could not find a PbdObject on the current gameobject, tearable not initialized");
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}
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}
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public Imstk.SceneObject GetSceneObject()
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{
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return Imstk.Utils.CastTo<Imstk.SceneObject>(_tearable);
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}
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private Imstk.PbdObject FindPbdObject()
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{
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{
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var deformable = GetComponent<DynamicalModel>();
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if (deformable != null)
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{
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deformable.dynamicGeometry = true;
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deformable.ImstkInit();
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var dynamicalModel = deformable.GetDynamicObject();
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var pbdObject = Imstk.Utils.CastTo<Imstk.PbdObject>(dynamicalModel);
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return pbdObject;
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}
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return null;
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}
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}
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}
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}
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