/// <summary> /// Resets the object's properties. /// </summary> void Reset() { // Set the default values. UpdateRenderingObjectsList(); launchOrderIndex = renderingObjectCount; readyToBeLaunched = false; _launchOnAwake = true; _launched = false; _previewRenderTexture = null; _previewEvalTexture = null; // Get the processing component. If this was not called on AddComponent, reset it as well. _processing = GeneralToolkit.GetOrAddComponent <Processing.Processing>(gameObject); if (_processing.renderingCaller != null) { _processing.Reset(); } else { _processing.renderingCaller = this; } // Initialize the rendering methods and helpers. This has to be done after the processing component has been reset. _renderingMethods = RenderingMethod.CreateOrResetRenderingMethods(transform); Method[] methods = GetComponentsInChildren <Method>(); for (int iter = 0; iter < methods.Length; iter++) { methods[iter].InitializeLinks(); } // Initialize the evaluation methods. _evaluationMethods = EvaluationMethod.GetOrCreateEvaluationMethods(transform); #if UNITY_EDITOR UnityEditorInternal.InternalEditorUtility.SetIsInspectorExpanded(processing, false); #endif //UNITY_EDITOR }
/// <summary> /// Resets the camera parameters and geometry processing parameters. /// </summary> void Reset() { // Reset the processing object. processing = GeneralToolkit.GetOrCreateChildComponent <Processing.Processing>(transform); processing.Reset(); // Reset the geometry processing parameters. _geometryProcessingMethod = (Processing.PerViewMeshesQSTR)processing.processingMethods[ProcessingMethod.indexPerViewMeshesQSTR]; }