/*=========================================================================
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
{
[RequireComponent(typeof(Transform))]
public abstract class DynamicalModel : ImstkBehaviour
{
// HS 20221220 Need to figure out what we need at this level
// - What is common setup, what can just move into Deformable/Rigid
// - What distinguishes an object that can collied to one that doesn't (this is
// needed for setting up the collision handling object)
// Components
protected MeshFilter meshFilter = null;
protected Imstk.CollidingObject imstkObject;
// Indicates that geometry changes may happen as opposed to just
// position changes
// If true update needs to refresh vertex and triangle indices rather
// than just copying positions
public bool dynamicGeometry = false;
// Tells the object to ignore the global gravity parameter
public bool ignoreGravity = false;
///
/// Get the pointer to the object in c (not available until after initialize)
///
///
public Imstk.CollidingObject GetDynamicObject() { return imstkObject; }
// NOTE HS 20221220 Refactor readonly properties, initialize in each object
public abstract Imstk.Geometry GetVisualGeometry();
public abstract Imstk.Geometry GetPhysicsGeometry();
public abstract Imstk.Geometry GetCollidingGeometry();
protected abstract Imstk.CollidingObject InitObject();
protected abstract void Configure();
///
/// Each subclassed model may *apply* boundary conditions differently
///
/// All the conditions to be processed
protected virtual void ProcessBoundaryConditions(BoundaryCondition[] conditions) { }
protected abstract void InitGeometry();
};
}