/// <summary> /// Resets the object's properties. /// </summary> public void Reset() { // Check if there is a rendering caller. renderingCaller = GetComponent <Rendering.Rendering>(); // Reset the key child components. _cameraSetup = CameraSetup.CreateOrResetCameraSetup(transform); _dataHandler = DataHandler.CreateOrResetDataHandler(transform); // Initialize the processing methods. _processingMethods = ProcessingMethod.CreateOrResetProcessingMethods(transform); for (int iter = 0; iter < _processingMethods.Length; iter++) { _processingMethods[iter].InitializeLinks(); } // Initialize the external tools. _externalHelpers = ExternalHelper.CreateOrResetExternalHelpers(transform); for (int iter = 0; iter < _externalHelpers.Length; iter++) { _externalHelpers[iter].InitializeLinks(); } // Get the method defining the container for the input images. _previewSourceImagesLoader = _processingMethods[0].PMColorTextureArray; // Reads the acquisition information from the source data directory. ReadAcquisitionInformation(); // Destroys all created method components. foreach (MonoBehaviour component in GetComponents <MonoBehaviour>()) { if (component is IMethodGUI) { DestroyImmediate(component); } } }
/// <summary> /// Resets the object's properties. /// </summary> void Reset() { // Reset the key child components. _cameraSetup = CameraSetup.CreateOrResetCameraSetup(transform); _dataHandler = DataHandler.CreateOrResetDataHandler(transform); // Reset other properties. scaleFactor = 0.01f; repositionAroundCenter = true; }
/// <summary> /// Resets the object's properties. /// </summary> void Reset() { // Reset the key child components. _cameraSetup = CameraSetup.CreateOrResetCameraSetup(transform); _dataHandler = DataHandler.CreateOrResetDataHandler(transform); _previewCameraManager = PreviewCameraManager.CreateOrResetPreviewCameraManager(transform); #if UNITY_EDITOR // Reset parameters to their default values. _cameraPrefab = null; _cameraCount = new Vector2Int(4, 4); _acquireDepthData = false; _copyGlobalMesh = false; _setupType = SetupType.Grid; _setupDirection = SetupDirection.Outwards; _lockSetup = false; // Update the acquisition camera poses to reflect the updated setup. ComputeAcquisitionCameraPoses(); // Create a preview camera from the prefab. CreatePreviewCameraFromPrefab(); #endif //UNITY_EDITOR }