Example #1
0
    public Material functionalculloff; //this material does not have culling - this is vital for proper rendering
    // Use this for initialization - attach to a hemisphere with regions attached
    void Start()
    {
        thisObject = this.gameObject; //the gameobject is not actually the one that contains the important components - it is the child of the child
        int childNum = thisObject.transform.childCount;

        for (int i = 0; i < childNum; i++)
        {
            Transform child    = thisObject.transform.GetChild(i);
            Transform newchild = child.GetChild(0); //newchild actually contains the important components
            newchild.gameObject.AddComponent <Rigidbody>();
            newchild.gameObject.GetComponent <Rigidbody>().useGravity  = true;
            newchild.gameObject.GetComponent <Rigidbody>().isKinematic = true;              //rigid body is added and set up so the regions can be grabbed and interacted with
            newchild.gameObject.AddComponent <MeshCollider>();                              //collider is also necessary for grabbing
            //  newchild.gameObject.GetComponent<SphereCollider>().radius = 4;
            newchild.transform.name = child.name;                                           //the name is moved from the empty placeholder to the gameobject that actually contains the mesh
            //       newchild.GetComponent<MeshRenderer>().material = culloff;
            newchild.gameObject.GetComponent <MeshRenderer>().material = functionalculloff; //uses the culloff material to render properly
            //for adding original position script
            newchild.gameObject.AddComponent <resetScript>();
            newchild.gameObject.AddComponent <resetColor>();
            newchild.gameObject.AddComponent <States>();            //adds the necessary scripts
            resetScript go  = newchild.GetComponent <resetScript>();
            resetColor  col = newchild.GetComponent <resetColor>(); //sets up the scripts to be called
            col.initialColor();
            go.initialPosition();                                   //calls the scripts to initialize position and color - these can then be reset later
        }
    }
Example #2
0
    public void highlightRegions(GameObject t)
    {
        for (int i = 0; i < a.Length; i++)
        {
            Transform child = a[i].transform.GetChild(0);

            //    child.GetComponent<Renderer>().material = (Material)Instantiate(mat);
            child.GetComponent <Renderer>().material.color = col;
            resetColor c = child.GetComponent <resetColor>();
            c.initialColor();
        }
        for (int i = 0; i < t.transform.childCount; i++)
        {
            Transform child    = t.transform.GetChild(i);
            bool      contains = false;
            for (int x = 0; x < a.Length; x++)
            {
                if (child.name == a[x].transform.name)
                {
                    contains = true;
                }
            }
            if (!contains)
            {
                child.GetChild(0).GetComponent <Renderer>().material = transparent;
                States     s = child.GetChild(0).GetComponent <States>();
                resetColor c = child.GetChild(0).GetComponent <resetColor>();
                c.initialColor();
                s.setTransparent(true);
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        thisObject = this.gameObject;
        int childNum = thisObject.transform.childCount;

        for (int i = 0; i < childNum; i++)
        {
            Transform child    = thisObject.transform.GetChild(i);
            Transform newchild = child.GetChild(0);
            newchild.gameObject.AddComponent <Rigidbody>();
            newchild.gameObject.GetComponent <Rigidbody>().useGravity  = true;
            newchild.gameObject.GetComponent <Rigidbody>().isKinematic = true;
            newchild.gameObject.AddComponent <MeshCollider>();
            //  newchild.gameObject.GetComponent<SphereCollider>().radius = 4;
            newchild.transform.name = child.name;
            //       newchild.GetComponent<MeshRenderer>().material = culloff;
            newchild.gameObject.GetComponent <MeshRenderer>().material = functionalculloff;
            //for adding original position script
            newchild.gameObject.AddComponent <resetScript>();
            newchild.gameObject.AddComponent <resetColor>();
            newchild.gameObject.AddComponent <States>();
            resetScript go  = newchild.GetComponent <resetScript>();
            resetColor  col = newchild.GetComponent <resetColor>();
            col.initialColor();
            go.initialPosition();
        }
    }
Example #4
0
    /*/ public void resetColor()
     * {
     *   originalObject = null;
     *
     * //    originalColor = true;
     *   full = false;
     *
     * }
     * /*/
    public void setColor()
    {
        resetColor col = originalObject.GetComponent <resetColor>();

        col.setColor();
        col.colorSet();
    }
Example #5
0
    public void laserDeactivate()
    {
        resetColor col = originalObject.GetComponent <resetColor>();

        // originalObject.GetComponent<Renderer>().material.color = ogColor;
        // col.setColor();
        //  resetName();
        if (originalObject.GetComponent <TMPro.Examples.FloatText>() != null)   //potentially wrong because did not check original object all the way trhiugh
        {
            Destroy(originalObject.GetComponent <TMPro.Examples.FloatText>(), 2f);
            col.setColor();
            col.colorSet();
            //Invoke("setColor", 0.1f);
            resetName();
            // Invoke("resetName", 0.1f);
            originalObject = null;
            //    originalColor = true;
            // Invoke("resetColor", 0.1f);
        }
        else
        {
            originalObject = null;
            col.setColor();
            col.colorSet();
            //        originalColor = true;
        }
        if (grabbedObject != null)
        {
            grabbedObject.transform.parent = null;
        }
    }
    // Use this for initialization
    void Start()
    {
        thisObject = this.gameObject;                   //this sets the object to be the object the script is attached too
        int childNum = thisObject.transform.childCount; //this gets the number of children - this line is used to get the number of regions in the hemisphere

        for (int i = 0; i < childNum; i++)
        {
            Transform child    = thisObject.transform.GetChild(i); //each region is grabbed
            Transform newchild = child.GetChild(0);                //the actual functional Transform is really the child of an empty placeholder that is automatically generated upon import- this gets the Transform with the necessary components
            newchild.gameObject.AddComponent <Rigidbody>();
            newchild.gameObject.GetComponent <Rigidbody>().useGravity  = true;
            newchild.gameObject.GetComponent <Rigidbody>().isKinematic = true; //the above add a rigidbody and the necesary components - these are required for interaction with the hands
            newchild.gameObject.AddComponent <MeshCollider>();                 //this adds a meshcollider- allows the hands collider to know when interaction is occuring and thus when an object can be grabbed
            //  newchild.gameObject.GetComponent<SphereCollider>().radius = 4;
            newchild.transform.name = child.name;                              //this moves the name of the region from the empty placeholder to the functional Transform
            //       newchild.GetComponent<MeshRenderer>().material = culloff;

            //for adding original position script
            newchild.gameObject.AddComponent <resetScript>();
            newchild.gameObject.AddComponent <resetColor>();        //these add the two listed scripts to each functional group so they can be used
            resetScript go  = newchild.GetComponent <resetScript>();
            resetColor  col = newchild.GetComponent <resetColor>(); //these lines are necessary for actually using the newly attached scripts
            col.initialColor();
            go.initialPosition();                                   //these two lines set the initial qualties of the gameobjects so they can be reset when necessary
        }
    }
Example #7
0
    public void laserActivity(GameObject chunk, bool txtON)  //this method is called when a grabbale game object is highlighted
    {
        resetColor chunkCol = chunk.GetComponent <resetColor>();
        Color      newColor;

        if (chunk.GetComponent <Renderer>() != null)
        {
            if (/*/originalColor/*/ chunkCol.originalColor())
            {
                Color objectColor = chunk.GetComponent <Renderer>().material.color;
                ogColor        = chunk.GetComponent <Renderer>().material.color;
                originalObject = chunk;


                float opaque     = objectColor.a * 0.5f;
                float blue       = objectColor.b * 0.5f;
                float green      = objectColor.g * 0.5f;
                float red        = objectColor.r * 0.5f;
                float opaqueness = opaque * 0.1f;
                newColor = new Vector4(red, green, blue, opaqueness);
                if (txtON && chunk.GetComponent <TMPro.Examples.FloatText>() == null && floatHer < 1)// && timer<1/*/timer>timerLimit &&(OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger)|| OVRInput.Get(OVRInput.Button.SecondaryIndexTrigger)/*/)
                {
                    /*/           print("hello");
                     *         chunk.AddComponent<TMPro.Examples.FloatText>();
                     *         TMPro.Examples.FloatText t = chunk.GetComponent<TMPro.Examples.FloatText>();
                     *         t.floatStart(chunk.name, newColor);
                     *         chunk.AddComponent<TimeHold>();
                     *         floatHer = floatHer += 1;   /*/
                }

                chunk.GetComponent <Renderer>().material.color = newColor; //changed from object color so far this block does nothing

                //    originalColor = false;
                chunkCol.colorSet();

                States s = chunk.GetComponent <States>();
                if (this.name == "hand_left" && !s.isTransparent())
                {
                    GameObject hand = GameObject.Find("hand_left");
                    Hand       h    = hand.GetComponent <Hand>();
                    h.setName(chunk.name);
                }
                else if (this.name == "hand_right" && !s.isTransparent())
                {
                    GameObject hand = GameObject.Find("hand_right");
                    Hand       h    = hand.GetComponent <Hand>();
                    h.setName(chunk.name.ToString());
                }

                //   chunk.GetComponent<Renderer>().material = laserHitColor;
            }
        }
    }
Example #8
0
    public void DropObject(bool bothGrab)
    {
        grabbing = false;

        if (grabbedObject != null && !bothGrab)
        {
            //for unhighlighting
            // Renderer rend = grabbedObject.GetComponent<Renderer>();
            // rend.material.shader = original;
            if (grabbedObject.GetComponent <resetColor>() != null)
            {
                resetColor col = grabbedObject.GetComponent <resetColor>();
                col.setColor();
            }
            //for actually dropping
            grabbedObject.transform.parent = null;
            //Destroy(grabbedObject.GetComponent<MeshCollider>());
            if (grabbedObject.GetComponent <MeshCollider>() == null)
            {
                grabbedObject.GetComponent <Rigidbody>().isKinematic = false;
            }
            if (grabbedObject.GetComponent <Rigidbody>().isKinematic == true)
            {
            }
            grabbedObject.GetComponent <Rigidbody>().velocity        = OVRInput.GetLocalControllerVelocity(controller);
            grabbedObject.GetComponent <Rigidbody>().angularVelocity = GetAngularVelocity();

            grabbedObject.GetComponent <Rigidbody>().useGravity = true;
            grabbedObject.transform.SetParent(parent);

            grabbedObject = null;

            text.text = "";

            holding = false;
        }
        else if (bothGrab && grabbedObject != null)
        {
            grabbedObject.transform.parent = null;
            holding = false;
            if (grabbedObject.GetComponent <resetColor>() != null)  //should remove this
            {
                resetColor col = grabbedObject.GetComponent <resetColor>();
                col.setColor();
            }
            grabbedObject = null;
        }
    }
    public void transformation(List <string> arr)
    {
        this.gameObject.AddComponent <resetScript>();
        resetScript r        = this.GetComponent <resetScript>();
        int         numchild = parent.transform.childCount;

        /*/  for(int i = 0; i < arr.Count; i++)
         * {
         *
         *        arr[i]= arr[i].TrimEnd();   delete this section
         *
         * } /*/

        arr = trim(arr);
        List <Transform> finalcut = new List <Transform>();

        for (int i = 0; i < numchild; i++)
        {
            Transform child = parent.transform.GetChild(i);
            for (int x = 0; x < child.childCount; x++)
            {
                for (int y = 0; y < arr.Count; y++)
                {
                    Transform real = child.GetChild(x).GetChild(0); //gets the actual surface file
                    if (child.GetChild(x).name.Contains(arr[y].TrimEnd()) || (arr[y].TrimEnd()).Contains(child.GetChild(x).name) || string.Equals(arr[y], child.GetChild(x).name) || arr[y].Contains("Lever"))
                    {
                        if (arr[y].Contains("Lever"))
                        {
                            for (int m = 0; m < levs.Length; m++)
                            {
                                if (arr[y] == levs[m].name)
                                {
                                    finalcut.Add(levs[m]);
                                }
                            }
                        }
                        else
                        {
                            finalcut.Add(real);
                        }
                        //   real.GetComponent<Renderer>().material = mat; //sets the material off the component
                        //   real.GetComponent<Renderer>().material.color = col;
                    }
                    else
                    {
                        //     print(child.GetChild(x).name);
                        //    print(real.name);
                        real.GetComponent <Renderer>().material = transparent;
                        States s = real.GetComponent <States>();
                        s.setTransparent(true);  //sets the surface to transparent to prevent laser or hand interaction
                    }
                }
            }
        }
        for (int i = 0; i < finalcut.Count; i++)
        {
            // Color coler = col;

            if (finalcut[i].name.Contains("Lever"))
            {
                for (int x = 0; x < levs.Length; x++)
                {
                    if (levs[x].name == finalcut[i].name)
                    {
                        col = levs[x].GetComponent <TextMesh>().color;
                        //             print("proper lever");
                    }
                }
            }
            //    print(coler);
            else
            {
                States s = finalcut[i].GetComponent <States>();
                s.setTransparent(false);
                finalcut[i].GetComponent <Renderer>().material       = mat;
                finalcut[i].GetComponent <Renderer>().material.color = col;
                resetColor res = finalcut[i].GetComponent <resetColor>();
                res.initialColor();
            }
        }
    }
Example #10
0
    // Use this for initialization
    void Start()
    {
        thisObject = this.gameObject;
        int childNum = thisObject.transform.childCount;

        for (int i = 0; i < childNum; i++)
        {
            Transform child    = thisObject.transform.GetChild(i);
            Transform newchild = child.GetChild(0);
            newchild.gameObject.AddComponent <Rigidbody>();
            newchild.gameObject.GetComponent <Rigidbody>().useGravity  = true;
            newchild.gameObject.GetComponent <Rigidbody>().isKinematic = true;
            newchild.gameObject.AddComponent <MeshCollider>();
            // newchild.gameObject.GetComponent<SphereCollider>().radius = 4;
            newchild.transform.name = child.name;
            newchild.GetComponent <MeshRenderer>().material = culloff;
            // newchild.gameObject.AddComponent<FlipMesh>();
            newchild.gameObject.AddComponent <resetScript>();
            newchild.gameObject.AddComponent <resetColor>();
            newchild.gameObject.AddComponent <RenameScript>();
            newchild.gameObject.AddComponent <States>();
            resetScript  go     = newchild.GetComponent <resetScript>();
            RenameScript rename = newchild.GetComponent <RenameScript>();
            go.initialPosition();
        }
        for (int i = 0; i < childNum; i++)
        {
            Transform child    = thisObject.transform.GetChild(i);
            Transform newchild = child.GetChild(0);
            if (child.name == "rh.bankssts")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(25, 100, 40, 0);
            }
            else if (child.name == "rh.caudalanteriorcingulate")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(125, 100, 160, 0);
            }
            else if (child.name == "rh.caudalmiddlefrontal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(100, 25, 0, 0);
            }
            else if (child.name == "rh.corpuscallosum")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(120, 70, 50, 0);
            }
            else if (child.name == "rh.cuneus")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(220, 20, 100, 0);
            }
            else if (child.name == "rh.entorhinal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(220, 20, 10, 0);
            }
            else if (child.name == "rh.fusiform")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(180, 220, 140, 0);
            }
            else if (child.name == "rh.inferiorparietal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(220, 60, 220, 0);
            }
            else if (child.name == "rh.inferiortemporal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(180, 40, 120, 0);
            }
            else if (child.name == "rh.isthmuscingulate")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(140, 20, 140, 0);
            }
            else if (child.name == "rh.lateraloccipital")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(20, 30, 140, 0);
            }
            else if (child.name == "rh.lateralorbitofrontal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(35, 75, 50, 0);
            }
            else if (child.name == "rh.lingual")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(225, 140, 140, 0);
            }
            else if (child.name == "rh.medialorbitofrontal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(200, 35, 75, 0);
            }
            else if (child.name == "rh.middletemporal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(160, 100, 50, 0);
            }
            else if (child.name == "rh.parahippocampal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(20, 220, 60, 0);
            }
            else if (child.name == "rh.paracentral")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(60, 220, 60, 0);
            }
            else if (child.name == "rh.parsopercularis")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(220, 180, 140, 0);
            }
            else if (child.name == "rh.parsorbitalis")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(20, 100, 50, 0);
            }
            else if (child.name == "rh.parstriangularis")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(220, 60, 20, 0);
            }
            else if (child.name == "rh.pericalcarine")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(120, 100, 60, 0);
            }
            else if (child.name == "rh.postcentral")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(220, 20, 20, 0);
            }
            else if (child.name == "rh.posteriorcingulate")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(220, 180, 220, 0);
            }
            else if (child.name == "rh.precentral")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(60, 20, 220, 0);
            }
            else if (child.name == "rh.precuneus")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(160, 140, 180, 0);
            }
            else if (child.name == "rh.rostralanteriorcingulate")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(80, 20, 140, 0);
            }
            else if (child.name == "rh.rostralmiddlefrontal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(75, 50, 125, 0);
            }
            else if (child.name == "rh.superiorfrontal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(20, 220, 160, 0);
            }
            else if (child.name == "rh.superiorparietal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(20, 180, 140, 0);
            }
            else if (child.name == "rh.superiortemporal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(140, 220, 220, 0);
            }
            else if (child.name == "rh.supramarginal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(80, 160, 20, 0);
            }
            else if (child.name == "rh.frontalpole")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(100, 0, 100, 0);
            }
            else if (child.name == "rh.temporalpole")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(70, 70, 70, 0);
            }
            else if (child.name == "rh.transversetemporal")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(150, 150, 200, 0);
            }
            else if (child.name == "rh.insula")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(255, 192, 32, 0);
            }
            else if (child.name == "rh.unlabelled")
            {
                newchild.GetComponent <MeshRenderer>().material.color = new Color32(25, 5, 25, 0);
            }
            resetColor   col    = newchild.GetComponent <resetColor>();
            RenameScript rename = newchild.GetComponent <RenameScript>();
            newchild.name = rename.reName(newchild.name, "Right");
            col.initialColor();
        }
    }