Files
2025-07-04 20:33:06 +03:00

371 lines
15 KiB
C#

/*=========================================================================
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 ImstkUnity;
using UnityEngine;
using UnityEditor;
namespace ImstkEditor
{
/// <summary>
/// This class adds menu items for various parts of Unity
/// </summary>
/// It can also do other things
public class GameObjectMenuItems : Editor
{
[MenuItem("GameObject/iMSTK/SimulationManager")]
[MenuItem("CONTEXT/iMSTK/SimulationManager")]
[MenuItem("iMSTK/GameObject/SimulationManager")]
private static void CreateSimulationManagerGameObject()
{
GameObject newObj = new GameObject("SimulationManager");
newObj.AddComponent(typeof(SimulationManager));
}
/// <summary>
/// Creates a GameObject with a Deformable and Tet cube
/// </summary>
[MenuItem("GameObject/iMSTK/Deformables/Cube")]
[MenuItem("CONTEXT/iMSTK/Deformables/Cube")]
[MenuItem("iMSTK/GameObject/Deformables/Cube")]
private static void CreateDeformableVolume()
{
GameObject newObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
newObj.name = "Cube";
DestroyImmediate(newObj.GetComponent<Collider>());
Deformable model = newObj.AddComponent<Deformable>();
model.useDistanceConstraint = false;
model.useAreaConstraint = false;
model.useDihedralConstraint = false;
model.useVolumeConstraint = false;
model.useFEMConstraint = true;
model.viscousDampingCoeff = 0.01;
ImstkMesh tetCubeMesh = Utility.GetTetCubeMesh();
Imstk.TetrahedralMesh imstkTetMesh = tetCubeMesh.ToImstkGeometry() as Imstk.TetrahedralMesh;
ImstkMesh surfMesh = imstkTetMesh.extractSurfaceMesh().ToImstkMesh();
surfMesh.name = tetCubeMesh.name + "_surface";
MeshFilter meshFilter = newObj.GetComponent<MeshFilter>();
meshFilter.sharedMesh = surfMesh.ToMesh();
GeometryFilter visualGeom = newObj.AddComponent<GeometryFilter>();
visualGeom.SetGeometry(meshFilter.sharedMesh);
visualGeom.showHandles = false;
GeometryFilter physicsGeom = newObj.AddComponent<GeometryFilter>();
physicsGeom.SetGeometry(tetCubeMesh);
physicsGeom.showHandles = false;
model.visualGeomFilter = visualGeom;
model.physicsGeomFilter = physicsGeom;
model.collisionGeomFilter = visualGeom;
DeformableMap map = newObj.AddComponent<DeformableMap>();
map.parentGeom = physicsGeom;
map.childGeom = visualGeom;
}
/// <summary>
/// Creates a GameObject with a Deformable and a Plane
/// </summary>
[MenuItem("GameObject/iMSTK/Deformables/Cloth")]
[MenuItem("CONTEXT/iMSTK/Deformables/Cloth")]
[MenuItem("iMSTK/GameObject/Deformables/Cloth")]
private static void CreatePbdCloth()
{
GameObject newObj = GameObject.CreatePrimitive(PrimitiveType.Plane);
newObj.name = "Cloth";
DestroyImmediate(newObj.GetComponent<Collider>());
Deformable model = newObj.AddComponent<Deformable>();
model.useDistanceConstraint = true;
model.useDihedralConstraint = true;
model.useAreaConstraint = false;
model.useVolumeConstraint = false;
model.useFEMConstraint = false;
model.distanceStiffness = 100.0;
model.dihedralStiffness = 10.0;
model.viscousDampingCoeff = 0.01;
model.uniformMassValue = 0.05;
ImstkMesh mesh = Utility.GetXYPlane(19, 19);
MeshFilter meshFilter = newObj.GetComponent<MeshFilter>();
meshFilter.sharedMesh = mesh.ToMesh();
GeometryFilter visualGeom = newObj.AddComponent<GeometryFilter>();
visualGeom.SetGeometry(meshFilter.sharedMesh);
visualGeom.showHandles = false;
model.visualGeomFilter = visualGeom;
model.physicsGeomFilter = visualGeom;
model.collisionGeomFilter = visualGeom;
}
/// <summary>
/// Creates a GameObject with a Deformable and tetrahedral grid
/// </summary>
[MenuItem("GameObject/iMSTK/Deformables/Subdivided Cube")]
[MenuItem("CONTEXT/iMSTK/Deformables/Subdivided Cube")]
[MenuItem("iMSTK/GameObject/Deformables/Subdivided Cube")]
private static void CreatePbdGridVolume()
{
GameObject newObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
newObj.name = "Cube";
DestroyImmediate(newObj.GetComponent<Collider>());
// Add PbdModel to the object
Deformable model = newObj.AddComponent<Deformable>();
model.useDistanceConstraint = false;
model.useAreaConstraint = false;
model.useDihedralConstraint = false;
model.useVolumeConstraint = false;
model.useFEMConstraint = true;
model.viscousDampingCoeff = 0.01;
model.youngsModulus = 5000.0;
model.possionsRatio = 0.4;
model.materialType = Imstk.PbdFemConstraint.MaterialType.StVK;
// Create a new mesh, store the old one
MeshFilter meshFilter = newObj.GetComponentOrCreate<MeshFilter>();
Mesh inputMesh = meshFilter.sharedMesh;
meshFilter.sharedMesh = new Mesh();
meshFilter.sharedMesh.name = inputMesh.name;
// Create a new tet geometry
GeometryFilter physicsGeom = newObj.AddComponent<GeometryFilter>();
ImstkMesh tetMesh = ScriptableObject.CreateInstance<ImstkMesh>();
tetMesh.geomType = GeometryType.TetrahedralMesh;
physicsGeom.SetGeometry(tetMesh);
physicsGeom.showHandles = false;
GeometryFilter visualGeom = newObj.AddComponent<GeometryFilter>();
visualGeom.SetGeometry(meshFilter.sharedMesh);
visualGeom.showHandles = false;
model.visualGeomFilter = visualGeom;
model.physicsGeomFilter = physicsGeom;
model.collisionGeomFilter = visualGeom;
DeformableMap map = newObj.AddComponent<DeformableMap>();
map.parentGeom = physicsGeom;
map.childGeom = visualGeom;
// Use editor to add fill geometries
TetrahedralGridEditor.Init(meshFilter.sharedMesh, physicsGeom.inputImstkGeom as ImstkMesh);
}
/// <summary>
/// Creates a GameObject with a Deformable and line mesh
/// </summary>
[MenuItem("GameObject/iMSTK/Deformables/Thread")]
[MenuItem("CONTEXT/iMSTK/Deformables/Thread")]
[MenuItem("iMSTK/GameObject/Deformables/Thread")]
private static void CreatePbdThread()
{
GameObject newObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
newObj.name = "PbdThread";
DestroyImmediate(newObj.GetComponent<Collider>());
// Add PbdModel to the object
Deformable model = newObj.AddComponent<Deformable>();
model.useDistanceConstraint = true;
model.useBendConstraint = true;
model.useAreaConstraint = false;
model.useDihedralConstraint = false;
model.useVolumeConstraint = false;
model.useFEMConstraint = false;
model.viscousDampingCoeff = 0.01;
model.distanceStiffness = 100.0;
model.bendStiffness = 100.0;
model.maxBendStride = 3;
// Create a new mesh, store the old one
MeshFilter meshFilter = newObj.GetComponentOrCreate<MeshFilter>();
Mesh inputMesh = meshFilter.sharedMesh;
inputMesh.name = "LineMesh";
meshFilter.sharedMesh = new Mesh();
meshFilter.sharedMesh.name = inputMesh.name;
GeometryFilter visualGeom = newObj.AddComponent<GeometryFilter>();
visualGeom.SetGeometry(meshFilter.sharedMesh);
visualGeom.showHandles = false;
model.visualGeomFilter = visualGeom;
model.physicsGeomFilter = visualGeom;
model.collisionGeomFilter = visualGeom;
// Use editor to add fill geometries
LineMeshEditor.Init(meshFilter.sharedMesh);
}
/// <summary>
/// Creates a GameObject with a RbdModel and sphere
/// </summary>
[MenuItem("GameObject/iMSTK/Rigids/Sphere")]
[MenuItem("CONTEXT/iMSTK/Rigids/Sphere")]
[MenuItem("iMSTK/GameObject/Rigids/Sphere")]
private static void CreateRigidSphere()
{
GameObject newObj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
newObj.name = "Rigid Sphere";
DestroyImmediate(newObj.GetComponent<Collider>());
// Add PbdModel to the object
Rigid model = newObj.AddComponent<Rigid>();
model.mass = 1.0;
model.inertia = new Vector3[]
{
new Vector3(1.0f, 0.0f, 0.0f),
new Vector3(0.0f, 1.0f, 0.0f),
new Vector3(0.0f, 0.0f, 1.0f)
};
// Create a new mesh, store the old one
MeshFilter meshFilter = newObj.GetComponentOrCreate<MeshFilter>();
GeometryFilter visualGeom = newObj.AddComponent<GeometryFilter>();
visualGeom.SetGeometry(meshFilter.sharedMesh);
visualGeom.showHandles = false;
Sphere sphere = CreateInstance<Sphere>();
sphere.radius = 0.5f;
sphere.center = Vector3.zero;
GeometryFilter collisionGeom = newObj.AddComponent<GeometryFilter>();
collisionGeom.SetGeometry(sphere);
model.visualGeomFilter = visualGeom;
model.physicsGeomFilter = collisionGeom;
model.collisionGeomFilter = collisionGeom;
}
/// <summary>
/// Creates a GameObject with an OpenHapticsDevice
/// </summary>
[MenuItem("GameObject/iMSTK/Devices/OpenHapticsDevice")]
[MenuItem("CONTEXT/iMSTK/Devices/OpenHapticsDevice")]
[MenuItem("iMSTK/GameObject/Devices/OpenHapticsDevice")]
private static void CreateOpenHapticsDevice()
{
GameObject newObj = new GameObject("OpenHapticsDevice");
newObj.AddComponent(typeof(OpenHapticsDevice));
}
[MenuItem("GameObject/iMSTK/Static Objects/Line")]
[MenuItem("CONTEXT/iMSTK/Static Objects/Line")]
[MenuItem("iMSTK/GameObject/Static Objects/Line")]
private static void CreateLineStaticObject()
{
GameObject newObj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
newObj.name = "StaticLineObject";
DestroyImmediate(newObj.GetComponent<Collider>());
StaticModel model = newObj.AddComponent<StaticModel>();
ImstkMesh mesh = ScriptableObject.CreateInstance<ImstkMesh>();
mesh.geomType = GeometryType.LineMesh;
mesh.vertices = new Vector3[] { new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 1.0f, 0.0f) };
mesh.indices = new int[] { 0, 1 };
MeshFilter meshFilter = newObj.GetComponent<MeshFilter>();
meshFilter.sharedMesh = mesh.ToMesh();
meshFilter.sharedMesh.name = "LineMesh";
GeometryFilter collisionGeom = newObj.AddComponent<GeometryFilter>();
collisionGeom.SetGeometry(meshFilter.sharedMesh);
model.collisionGeomFilter = collisionGeom;
}
[MenuItem("GameObject/iMSTK/Static Objects/Sphere")]
[MenuItem("CONTEXT/iMSTK/Static Objects/Sphere")]
[MenuItem("iMSTK/GameObject/Static Objects/Sphere")]
private static void CreateSphereStaticObject()
{
GameObject newObj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
newObj.name = "Static Sphere";
DestroyImmediate(newObj.GetComponent<Collider>());
StaticModel model = newObj.AddComponent<StaticModel>();
Sphere sphere = new Sphere();
GeometryFilter collisionGeom = newObj.AddComponent<GeometryFilter>();
collisionGeom.SetGeometry(sphere);
model.collisionGeomFilter = collisionGeom;
}
[MenuItem("GameObject/iMSTK/Static Objects/Capsule")]
[MenuItem("CONTEXT/iMSTK/Static Objects/Capsule")]
[MenuItem("iMSTK/GameObject/Static Objects/Capsule")]
private static void CreateCapsuleStaticObject()
{
GameObject newObj = GameObject.CreatePrimitive(PrimitiveType.Capsule);
newObj.name = "Static Capsule";
DestroyImmediate(newObj.GetComponent<Collider>());
StaticModel model = newObj.AddComponent<StaticModel>();
Capsule capsule = new Capsule();
GeometryFilter collisionGeom = newObj.AddComponent<GeometryFilter>();
collisionGeom.SetGeometry(capsule);
model.collisionGeomFilter = collisionGeom;
}
[MenuItem("GameObject/iMSTK/Static Objects/Oriented Box")]
[MenuItem("CONTEXT/iMSTK/Static Objects/Oriented Box")]
[MenuItem("iMSTK/GameObject/Static Objects/Oriented Box")]
private static void CreateOrientedBoxStaticObject()
{
GameObject newObj = GameObject.CreatePrimitive(PrimitiveType.Cube);
newObj.name = "StaticOrientedBoxObject";
DestroyImmediate(newObj.GetComponent<Collider>());
StaticModel model = newObj.AddComponent<StaticModel>();
OrientedBox obb = new OrientedBox();
GeometryFilter collisionGeom = newObj.AddComponent<GeometryFilter>();
collisionGeom.SetGeometry(obb);
model.collisionGeomFilter = collisionGeom;
}
[MenuItem("GameObject/iMSTK/Static Objects/Plane")]
[MenuItem("CONTEXT/iMSTK/Static Objects/Plane")]
[MenuItem("iMSTK/GameObject/Static Objects/Plane")]
private static void CreatePlaneStaticObject()
{
GameObject newObj = GameObject.CreatePrimitive(PrimitiveType.Plane);
newObj.name = "StaticPlaneObject";
DestroyImmediate(newObj.GetComponent<Collider>());
StaticModel model = newObj.AddComponent<StaticModel>();
ImstkUnity.Plane plane = new ImstkUnity.Plane();
plane.visualWidth = 5.1f;
GeometryFilter collisionGeom = newObj.AddComponent<GeometryFilter>();
collisionGeom.SetGeometry(plane);
model.collisionGeomFilter = collisionGeom;
}
}
}