/// <summary> /// Initializes the <see cref="workerBehaviour"/> and <see cref="worker"/> /// member variables. /// </summary> /// <returns> /// <c>true</c>, on success; <c>false</c> otherwise. /// </returns> protected bool InitWorkerReference() { // Worker already found? if (this.worker != null) { return(true); } // VLWorkerBeahaviour specified explicitly? if (this.workerBehaviour != null) { this.worker = this.workerBehaviour.GetWorker(); return(this.worker != null); } // Look for it at the same GameObject first this.workerBehaviour = GetComponent <VLWorkerBehaviour>(); if (this.workerBehaviour != null) { this.worker = this.workerBehaviour.GetWorker(); return(this.worker != null); } // Try to find it anywhere in the scene this.workerBehaviour = FindObjectOfType <VLWorkerBehaviour>(); if (this.workerBehaviour != null) { this.worker = this.workerBehaviour.GetWorker(); return(this.worker != null); } return(false); }
private bool InitWorker() { // VLWorkerBeahaviour specified explicitly or previously found? if (this.workerBehaviour != null) { return(true); } // Try to get the VLWorkerBehaviour from the current GameObject this.workerBehaviour = GetComponent <VLWorkerBehaviour>(); if (this.workerBehaviour != null) { return(true); } // If the current GameObject doesn't have a VLWorkerBehaviour // attached, just use the first VLWorkerBehaviour from anywhere in // the scene this.workerBehaviour = FindObjectOfType <VLWorkerBehaviour>(); if (this.workerBehaviour != null) { return(true); } return(false); }
private void StartTracking() { // VLWorkerBeahaviour not specified explicitly? if (this.workerBehaviour == null) { // Try to get the VLWorkerBehaviour from the current GameObject this.workerBehaviour = GetComponent <VLWorkerBehaviour>(); // If the current GameObject doesn't have a VLWorkerBehaviour // attached, just use the first VLWorkerBehaviour from anywhere in // the scene if (this.workerBehaviour == null) { this.workerBehaviour = FindObjectOfType <VLWorkerBehaviour>(); // Failed to get VLWorkerBehaviour? if (this.workerBehaviour == null) { return; } } } this.workerBehaviour.StartTracking(filename); if (this.visualAid != null) { this.visualAid.SetActive(true); } this.trackingStarted = true; }
/// <summary> /// Acquires a reference to the VLWorkerBehavioiur and gathers the /// VLDeviceInfo. /// </summary> private void Init() { // VLWorkerBeahaviour not specified explicitly? if (this.workerBehaviour == null) { // Try to get the VLWorkerBehaviour from the current GameObject this.workerBehaviour = GetComponent <VLWorkerBehaviour>(); // If the current GameObject doesn't have a VLWorkerBehaviour // attached, just use the first VLWorkerBehaviour from anywhere in // the scene if (this.workerBehaviour == null) { this.workerBehaviour = FindObjectOfType <VLWorkerBehaviour>(); // Failed to get VLWorkerBehaviour? if (this.workerBehaviour == null) { return; } } } // Try to get the VLDeviceInfo this.deviceInfo = this.workerBehaviour.GetDeviceInfo(); if (this.deviceInfo == null) { return; } this.initialized = true; }
private void Start() { worker = GetComponent <VLWorkerBehaviour>(); worker.StartTracking("Examples/ModelTracking/ModelTracker.vl"); }