// Start is called before the first frame update void Start() { /////Find objects importDicomScript = this.GetComponent <importDicom>(); quadRenderer = this.GetComponent <Renderer>(); borderCube = GameObject.Find("Dicom_Image_Border_Cube"); cubeRenderer = borderCube.GetComponent <Renderer>(); if (importDicomScript.dicomInformation != null) { //////// Set Original window settings to shader of cube originalWindowWidth = (float)importDicomScript.dicomInformation.ImageWindowWidth; originalWindowCenter = (float)importDicomScript.dicomInformation.ImageWindowCenter; quadRenderer.material.SetFloat(adjustWindowWidthName, originalWindowWidth); quadRenderer.material.SetFloat(adjustWindowCenterName, originalWindowCenter); } if (importDicomScript.threeDimTexture != null) { //////// Set 3D Texture to shader of cube quadTexture = importDicomScript.threeDimTexture; quadRenderer.material.SetTexture(mainTextureName, quadTexture); cubeRenderer.material.SetTexture(mainTextureName, quadTexture); } }
// Start is called before the first frame update void Start() { dicomImageQuad = GameObject.Find("Dicom_Image_Quad"); importDicomScript = dicomImageQuad.GetComponent <importDicom>(); if (importDicomScript.dicomSlices != null) { if (importDicomScript.dicomSlices.Length == 5) { /////Assign slice texture to each Plane dicomImagePlane = GameObject.Find("Dicom_Image_Plane"); var dicomImagePlaneRenderer = dicomImagePlane.GetComponent <Renderer>(); dicomImagePlaneRenderer.material.mainTexture = importDicomScript.dicomSlices[0]; dicomImagePlane2 = GameObject.Find("Dicom_Image_Plane_2"); var dicomImagePlaneRenderer2 = dicomImagePlane2.GetComponent <Renderer>(); dicomImagePlaneRenderer2.material.mainTexture = importDicomScript.dicomSlices[1]; dicomImagePlane3 = GameObject.Find("Dicom_Image_Plane_3"); var dicomImagePlaneRenderer3 = dicomImagePlane3.GetComponent <Renderer>(); dicomImagePlaneRenderer3.material.mainTexture = importDicomScript.dicomSlices[2]; dicomImagePlane4 = GameObject.Find("Dicom_Image_Plane_4"); var dicomImagePlaneRenderer4 = dicomImagePlane4.GetComponent <Renderer>(); dicomImagePlaneRenderer4.material.mainTexture = importDicomScript.dicomSlices[3]; dicomImagePlane5 = GameObject.Find("Dicom_Image_Plane_5"); var dicomImagePlaneRenderer5 = dicomImagePlane5.GetComponent <Renderer>(); dicomImagePlaneRenderer5.material.mainTexture = importDicomScript.dicomSlices[4]; } } /////Find objects studyText = GameObject.Find("Dicom_Info_Text_Study"); patientText = GameObject.Find("Dicom_Info_Text_Patient"); modalityText = GameObject.Find("Dicom_Info_Text_Modality"); if (importDicomScript.dicomInformation != null) { /////Assign slice dicom information to Canvas studyText.GetComponent <TextMeshProUGUI>().text = importDicomScript.dicomInformation.Strings.studyInfo; patientText.GetComponent <TextMeshProUGUI>().text = importDicomScript.dicomInformation.Strings.patientInfo; modalityText.GetComponent <TextMeshProUGUI>().text = importDicomScript.dicomInformation.Strings.modalityInfo; } else { studyText.GetComponent <TextMeshProUGUI>().text = "N/A"; patientText.GetComponent <TextMeshProUGUI>().text = "N/A"; modalityText.GetComponent <TextMeshProUGUI>().text = "N/A"; } }
// Start is called before the first frame update void Start() { dicomImageQuad = GameObject.Find("Dicom_Image_Quad"); importDicomScript = dicomImageQuad.GetComponent <importDicom>(); orientationCompass = GameObject.Find("Dicom_Orientation_Compass"); orientationL = GameObject.Find("Orientation_Sinister"); orientationR = GameObject.Find("Orientation_Dexter"); orientationS = GameObject.Find("Orientation_Superior"); orientationI = GameObject.Find("Orientation_Inferior"); orientationA = GameObject.Find("Orientation_Anterior"); orientationP = GameObject.Find("Orientation_Posterior"); if (importDicomScript.dicomInformation != null) { orientation = importDicomScript.dicomInformation.OrientationPatient; //APPLY LETTERS ACCORDING TO CALCULATED PATIENT ORIENTATION switch (orientation) { case ("Coronal AP"): orientationL.GetComponent <TextMeshProUGUI>().text = "R"; orientationR.GetComponent <TextMeshProUGUI>().text = "L"; orientationS.GetComponent <TextMeshProUGUI>().text = "A"; orientationI.GetComponent <TextMeshProUGUI>().text = "P"; orientationA.GetComponent <TextMeshProUGUI>().text = "S"; orientationP.GetComponent <TextMeshProUGUI>().text = "I"; break; case ("Coronal PA"): orientationL.GetComponent <TextMeshProUGUI>().text = "L"; orientationR.GetComponent <TextMeshProUGUI>().text = "R"; orientationS.GetComponent <TextMeshProUGUI>().text = "P"; orientationI.GetComponent <TextMeshProUGUI>().text = "A"; orientationA.GetComponent <TextMeshProUGUI>().text = "S"; orientationP.GetComponent <TextMeshProUGUI>().text = "I"; break; case ("Axial SI"): orientationL.GetComponent <TextMeshProUGUI>().text = "R"; orientationR.GetComponent <TextMeshProUGUI>().text = "L"; orientationS.GetComponent <TextMeshProUGUI>().text = "S"; orientationI.GetComponent <TextMeshProUGUI>().text = "I"; orientationA.GetComponent <TextMeshProUGUI>().text = "P"; orientationP.GetComponent <TextMeshProUGUI>().text = "A"; break; case ("Axial IS"): orientationL.GetComponent <TextMeshProUGUI>().text = "R"; orientationR.GetComponent <TextMeshProUGUI>().text = "L"; orientationS.GetComponent <TextMeshProUGUI>().text = "I"; orientationI.GetComponent <TextMeshProUGUI>().text = "S"; orientationA.GetComponent <TextMeshProUGUI>().text = "A"; orientationP.GetComponent <TextMeshProUGUI>().text = "P"; break; case ("Saggital LR"): orientationL.GetComponent <TextMeshProUGUI>().text = "A"; orientationR.GetComponent <TextMeshProUGUI>().text = "P"; orientationS.GetComponent <TextMeshProUGUI>().text = "L"; orientationI.GetComponent <TextMeshProUGUI>().text = "R"; orientationA.GetComponent <TextMeshProUGUI>().text = "S"; orientationP.GetComponent <TextMeshProUGUI>().text = "I"; break; case ("Saggital RL"): orientationL.GetComponent <TextMeshProUGUI>().text = "P"; orientationR.GetComponent <TextMeshProUGUI>().text = "A"; orientationS.GetComponent <TextMeshProUGUI>().text = "R"; orientationI.GetComponent <TextMeshProUGUI>().text = "L"; orientationA.GetComponent <TextMeshProUGUI>().text = "S"; orientationP.GetComponent <TextMeshProUGUI>().text = "I"; break; default: orientationCompass.SetActive(false); break; } } else { orientationCompass.SetActive(false); } if (showOrientationCompass) { orientationCompass.SetActive(true); } else { orientationCompass.SetActive(false); } //Debug.Log($"LOG: {orientation}"); }