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
        }
    }
    // 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();
        }
    }
    // 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 #4
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();
        }
    }