Scene Object Refactor
Currently Imstk uses a traditional object model while Unity uses a "entity component" object model. A mapping occurs between them.
This means one shouldn't subclass Unity GameObjects into different Imstk SceneObjects. There should instead exist a GameObject Component for each type of SceneObject within each GameObject, each GameObject should only be allowed one SceneObject.
Currently DynamicalModels create the SceneObject, they exist hand in hand. This works for now but should be extended later so DeformableObject, etc exist as Unity Components that are OPTIONALLY attachable (if not attached the model will create the appropriate object).
This is the same pattern Geoemtries use. In the DynamicalModel when we need to know the PhysicsGeometry we do: gameObject.GetComponentOrCreate(). If it's not there it will be created and returned. This will create it only in runtime, not in editor.