ENH: Divide SceneObject & CollidingObject
Colliding geometry is only in CollidingObject. To do this, we also had to : - have PbdObject inherit CollidingObject (in the future there should not be a distinct object class just for Pbd : there should just be dynamical objects that can use different models, like Pbd or FEM) - remove useless checks when creating interactions: even two colliding objects (not dynamic, aka static) could be interacting if they are both controlled by devices
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- Base/Collision/imstkInteractionPair.cpp 14 additions, 22 deletionsBase/Collision/imstkInteractionPair.cpp
- Base/SceneElements/Objects/imstkCollidingObject.h 1 addition, 1 deletionBase/SceneElements/Objects/imstkCollidingObject.h
- Base/SceneElements/Objects/imstkDeformableObject.h 1 addition, 1 deletionBase/SceneElements/Objects/imstkDeformableObject.h
- Base/SceneElements/Objects/imstkPbdObject.h 4 additions, 4 deletionsBase/SceneElements/Objects/imstkPbdObject.h
- Base/SceneElements/Objects/imstkRigidObject.h 1 addition, 1 deletionBase/SceneElements/Objects/imstkRigidObject.h
- Base/SceneElements/Objects/imstkSceneObject.cpp 0 additions, 24 deletionsBase/SceneElements/Objects/imstkSceneObject.cpp
- Base/SceneElements/Objects/imstkSceneObject.h 4 additions, 18 deletionsBase/SceneElements/Objects/imstkSceneObject.h
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