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2025-07-04 20:33:06 +03:00
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/*=========================================================================
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.
=========================================================================*/
namespace ImstkUnity
{
/// <summary>
/// Class to maintain a simple ring buffer for accumulating data, the buffer
/// maintains the sum of the data as well for fast average calculation.
/// The size can be determined at initialization.
/// Used to keep track of timing and performance data outside of the profiler
/// </summary>
public class AccumulatingBuffer
{
private float[] _data;
private int _length;
private int _current = 0;
private float _sum = 0;
public int Length
{
get { return _length; }
}
public float Average
{
get { return _sum / _length; }
}
public AccumulatingBuffer(int size)
{
_data = new float[size];
for (int i = 0; i < _length; ++i)
{
_data[i] = 0;
}
_length = size;
}
public void Push(float val)
{
_sum -= _data[_current];
_data[_current] = val;
_sum += _data[_current];
_current = (_current + 1) % _length;
}
}
}
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/*=========================================================================
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 System;
using System.Collections.Generic;
using UnityEngine;
namespace ImstkUnity
{
/// <summary>
/// Class to handle a series of collision pairs and their data, maybe this could be
/// refactored to hold actual instances of interactions ...
/// </summary>
[Serializable]
public class CollisionInteractions
{
[Serializable]
public class CollisionInteractionData
{
public DynamicalModel model1;
public DynamicalModel model2;
public double friction = 0.0;
public double restitution = 0.0;
public double deformableStiffness1 = 0.2;
public double deformableStiffness2 = 0.2;
public double rigidBodyCompliance = 0.0001;
public string collisionTypeName = "Auto";
}
[SerializeField]
public List<CollisionInteractionData> _collisions = new List<CollisionInteractionData>();
public CollisionInteractions() {}
public CollisionInteractions(CollisionInteractions other)
{
_collisions = new List<CollisionInteractionData>(other._collisions);
}
public CollisionInteractionData GetData(DynamicalModel a, DynamicalModel b)
{
var index = Index(a, b);
if (index >= 0) return _collisions[index];
else
{
throw new System.Exception("Could not find collision pair");
}
}
public CollisionInteractionData Add(DynamicalModel a, DynamicalModel b)
{
var index = Index(a, b);
if (index < 0)
{
var data = new CollisionInteractionData();
data.model1 = a;
data.model2 = b;
_collisions.Add(data);
return data;
}
else
{
throw new System.Exception("Add Called with pair that already exists");
}
}
public void SetData(CollisionInteractionData d)
{
var index = Index(d.model1, d.model2);
if (index >= 0)
{
_collisions[index] = d;
}
else
{
_collisions.Add(d);
}
}
public void Remove(CollisionInteractionData d)
{
var index = Index(d.model1, d.model2);
if (index > 0)
{
_collisions.RemoveAt(index);
}
}
public void Remove(DynamicalModel a, DynamicalModel b)
{
var index = Index(a, b);
if (index >= 0)
{
_collisions.RemoveAt(index);
}
}
public void Remove(DynamicalModel a)
{
_collisions.RemoveAll(x => x.model1 == a || x.model2 == a);
}
public void RemoveAllNull()
{
_collisions.RemoveAll(x => x.model1 == null || x.model2 == null);
}
public bool IsEnabled(DynamicalModel a, DynamicalModel b)
{
return Index(a, b) != -1;
}
private int Index(DynamicalModel a, DynamicalModel b)
{
return _collisions.FindIndex(x =>
{
return (a == x.model1 && b == x.model2) ||
(a == x.model2 && b == x.model1);
});
}
}
}
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/*=========================================================================
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
{
/// <summary>
/// Handles drawing of meshes in the editor, can draw line or triangle meshes
/// </summary>
public static class ImstkGizmos
{
static public void DrawPointMesh(Mesh mesh, Vector3 position, Quaternion rotation, Vector3 localScale, Color? color = null)
{
var actualColor = color ?? Color.white;
for (int i = 0; i < mesh.vertices.Length - 1; ++i)
{
Vector3 v0 = mesh.vertices[i];
v0 = rotation * v0;
for (int j = 0; j < 3; ++j)
{
v0[j] = v0[j] * localScale[j];
}
v0 = v0 + position;
Gizmos.color = actualColor;
Gizmos.DrawLine(v0, v0);
}
}
static public void DrawLineMesh(Mesh mesh, Vector3 position, Quaternion rotation, Vector3 localScale, Color? color = null)
{
var actualColor = color ?? Color.white;
for (int i = 0; i < mesh.vertices.Length - 1; ++i)
{
Vector3 v0 = mesh.vertices[i];
Vector3 v1 = mesh.vertices[i + 1];
v0 = rotation * v0;
v1 = rotation * v1;
for (int j = 0; j < 3; ++j)
{
v0[j] = v0[j] * localScale[j];
v1[j] = v1[j] * localScale[j];
}
v0 = v0 + position;
v1 = v1 + position;
Gizmos.color = actualColor;
Gizmos.DrawLine(v0, v1);
}
}
static public void DrawLineMesh(Mesh mesh, Color? color = null)
{
var actualColor = color ?? Color.white;
for (int i = 0; i < mesh.vertices.Length - 1; ++i)
{
Vector3 v0 = mesh.vertices[i];
Vector3 v1 = mesh.vertices[i + 1];
Gizmos.color = actualColor;
Gizmos.DrawLine(v0, v1);
}
}
static public void DrawMesh(Mesh mesh, Color? color = null)
{
DrawMesh(mesh, Vector3.zero, Quaternion.identity, Vector3.one, color);
}
static public void DrawMesh(Mesh mesh, Vector3 position, Quaternion rotation, Vector3 localScale, Color? color = null)
{
if (mesh)
{
// Only check for the first sub-mesh
switch (mesh.GetTopology(0))
{
case MeshTopology.Quads:
case MeshTopology.Triangles:
Gizmos.color = color ?? Color.white;
Gizmos.DrawWireMesh(mesh, position, rotation, localScale);
break;
case MeshTopology.Lines:
case MeshTopology.LineStrip:
DrawLineMesh(mesh, position, rotation, localScale, color);
break;
case MeshTopology.Points:
DrawPointMesh(mesh, position, rotation, localScale, color);
break;
}
}
}
static public void DrawMesh(Imstk.PointSet pointSet, Color? color = null)
{
var mesh = pointSet.ToMesh();
DrawMesh(mesh, color);
}
}
}
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/*=========================================================================
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
{
public class PullOnKey : MonoBehaviour
{
public string key = "p";
public Suturing suturing;
// Start is called before the first frame update
void Start()
{
if (suturing == null)
{
suturing = GetComponent<Suturing>();
if (suturing == null)
{
enabled = false;
}
}
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(key))
{
suturing.Pull();
}
}
}
}
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/*=========================================================================
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
{
// Simple singleton class as per https://blog.yarsalabs.com/using-singletons-in-unity/
// More powerful version is https://gist.github.com/rickyah/271e3aa31ff8079365bc
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
private static T _instance;
public static T Instance()
{
if (_instance == null)
{
_instance = FindObjectOfType<T>();
if (_instance == null)
{
_instance = new GameObject(typeof(T).Name).AddComponent<T>();
}
}
else if (_instance != FindObjectOfType<T>())
{
Destroy(FindObjectOfType<T>());
}
// Need to check if this is necessary
// DontDestroyOnLoad(_instance.gameObject);
return _instance;
}
}
}
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/*=========================================================================
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.
=========================================================================*/
namespace ImstkUnity
{
/// <summary>
/// Class to gather information about runtime behavior, mirrors the
/// pattern of the Unity Profilermarker, but gives access to it's data
/// for in game display. Use Begin() and End() to mark a section of interes
/// after End() the timing value is automatically pushed to the buffer
/// </summary>
public class TimingBuffer
{
private AccumulatingBuffer _buffer;
private System.Diagnostics.Stopwatch _stopwatch = new System.Diagnostics.Stopwatch();
public float AverageTimeMs
{
get { return _buffer.Average * 1000; }
}
public float AverageTimeSeconds
{
get { return _buffer.Average; }
}
public float AverageRateSeconds
{
get { return 1.0f / AverageTimeSeconds; }
}
public TimingBuffer(int size)
{
_buffer = new AccumulatingBuffer(size);
}
public void Begin()
{
_stopwatch.Restart();
}
public void End()
{
_stopwatch.Stop();
_buffer.Push((float)_stopwatch.Elapsed.TotalSeconds);
}
}
}
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