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ModelLoader.cs
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using UnityEngine;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Text.RegularExpressions;
using UnityEngine.UI;
using UnityEngine.Video;
using UnityEngine.EventSystems;
public class ModelLoader : MonoBehaviour
{
public string modelsFolderPath; // The path to the models folder inside Resources folder
public string SagittalModelsFolderPath; // The alternative path to the models folder
public string CoronalModelsFolderPath;
public GameObject coronalGameObject;
private string[] desiredNames = {
"left iliac vein", "left iliac vein", "cava and right iliac vein", "cava and renal vein", "right gonadal vein",
"left gonadal vein", "cava and right iliac vein", "portal venous system", "right gonadal artery", "right iliac artery",
"aorta and left iliac artery", "celiac arterial trunk", "bladder", "right kidney", "left kidney",
"left ureter", "right ureter", "posterior back", "left iliac bone", "spinal cord and ribs",
"sacrum", "right femur", "left femur", "right iliac bone", "uterus and vagina",
"heart", "spleen", "liver", "urachus", "left umbilical ligament",
"right umbilical ligament"
}; // Example array of desired names: REMOVE ANTERIOR WALL FROM MODELS FOLDER
public GameObject modelsParent; // Parent GameObject to hold the instantiated models
public string cameraName;
//public GameObject tipParent; // Parent GameObject to hold the instantiated tool tip
// New variables for the button and its states
private GameObject changeViewButton;
// Reference to the "NEW CAMERA"
public Camera newCamera;
private void Start()
{ // Call the method to load the models by ascending order number
LoadModels();
// Call the method to add the specific material for each model
//AddMaterial();
// Call the method to display Unity screen in two halves
DisplayScreenInTwoHalves();
}
private void Update()
{
}
// Function for loading all the models and the components and scripts attached to them.
private void LoadModels()
{
// Load all models from the specified folder
GameObject[] models = Resources.LoadAll<GameObject>(modelsFolderPath);
// Sort the models based on the number in their name in ascending order
List<GameObject> sortedModels = models.OrderBy(model =>
{
int number = ExtractNumber(model.name);
return number;
}).ToList();
// Create a parent GameObject if it doesn't exist
if (modelsParent == null)
{
modelsParent = new GameObject("ModelsParent");
}
// Instantiate the models as child objects under the parent GameObject
for (int i = 0; i < sortedModels.Count; i++)
{
GameObject instantiatedModel = Instantiate(sortedModels[i], modelsParent.transform);
// Add MeshFilter component
MeshFilter meshFilter = instantiatedModel.GetComponent<MeshFilter>();
if (meshFilter == null)
{
meshFilter = instantiatedModel.AddComponent<MeshFilter>();
}
// Add MeshCollider component
MeshCollider meshCollider = instantiatedModel.GetComponent<MeshCollider>();
if (meshCollider == null)
{
meshCollider = instantiatedModel.AddComponent<MeshCollider>();
}
// Add MeshRenderer component
MeshRenderer meshRenderer = instantiatedModel.AddComponent<MeshRenderer>();
// Find and assign the mesh to the MeshFilter based on the original model's name
string originalName = sortedModels[i].name;
string prefabPath = Path.Combine(modelsFolderPath, originalName);
GameObject prefab = Resources.Load<GameObject>(prefabPath);
if (prefab != null)
{
// Instantiate the prefab to get access to its mesh
GameObject prefabInstance = Instantiate(prefab);
Mesh prefabMesh = prefabInstance.GetComponentInChildren<MeshFilter>().sharedMesh;
if (prefabMesh != null)
{
// Assign the prefab's mesh to the instantiated model's MeshFilter and MeshCollider
meshFilter.sharedMesh = prefabMesh;
meshCollider.sharedMesh = prefabMesh;
}
// Destroy the instantiated prefab
Destroy(prefabInstance);
}
// Change the game object name to the desired name from the array
if (i < desiredNames.Length)
{
instantiatedModel.name = desiredNames[i];
}
else
{
// Handle the case where there are more models than names in the array
instantiatedModel.name = "ARSupportPiece" + i.ToString();
}
// Add the "OrganCollision" script to the models.
OrganCollision organCollision = instantiatedModel.gameObject.AddComponent<OrganCollision>();
}
}
// Function to add the material to each model taking into account the name.
private void AddMaterial()
{
// Load the materials from the Resources folder
Material veinMaterial = Resources.Load<Material>("Materials/vein");
Material arteryMaterial = Resources.Load<Material>("Materials/artery");
Material kidneyMaterial = Resources.Load<Material>("Materials/kidney");
Material liverMaterial = Resources.Load<Material>("Materials/liver");
Material skinMaterial = Resources.Load<Material>("Materials/skin");
Material ureterMaterial = Resources.Load<Material>("Materials/ureter");
Material spleenMaterial = Resources.Load<Material>("Materials/spleen");
Material bloodVesselsMaterial = Resources.Load<Material>("Materials/blood_vessels");
Material heartMaterial = Resources.Load<Material>("Materials/heart");
Material uterusMaterial = Resources.Load<Material>("Materials/uterus_vagina");
Material bladderMaterial = Resources.Load<Material>("Materials/bladder");
Material boneMaterial = Resources.Load<Material>("Materials/bone");
Material urachusMaterial = Resources.Load<Material>("Materials/urachus");
Material ligamentMaterial = Resources.Load<Material>("Materials/ligament");
// Get all child objects of the models parent
Transform[] modelTransforms = modelsParent.GetComponentsInChildren<Transform>();
// Loop through each child object and check its name for a match
foreach (Transform childTransform in modelTransforms)
{
string childName = childTransform.gameObject.name.ToLower();
if (childName.Contains("ve"))
{
// Assign the vein material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = veinMaterial;
}
else if (childName.Contains("arter"))
{
// Assign the artery material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = arteryMaterial;
}
else if (childName.Contains("kidney"))
{
// Assign the kidney material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = kidneyMaterial;
}
else if (childName.Contains("liver"))
{
// Assign the liver material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = liverMaterial;
}
else if (childName.Contains("back"))
{
// Assign the skin material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = skinMaterial;
}
else if (childName.Contains("ureter"))
{
// Assign the ureter material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = ureterMaterial;
}
else if (childName.Contains("spleen"))
{
// Assign the spleen material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = spleenMaterial;
}
else if (childName.Contains("urachus"))
{
// Assign the blood vessels material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = urachusMaterial;
}
else if (childName.Contains("ligament"))
{
// Assign the blood vessels material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = ligamentMaterial;
}
else if (childName.Contains("heart"))
{
// Assign the heart material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = heartMaterial;
}
else if (childName.Contains("uterus"))
{
// Assign the uterus material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = uterusMaterial;
}
else if (childName.Contains("bladder"))
{
// Assign the uterus_vagina material
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = bladderMaterial;
}
else if (childName.Contains("iliac") || childName.Contains("femur") || childName.Contains("sacrum") || childName.Contains("cord"))
{
MeshRenderer meshRenderer = childTransform.GetComponent<MeshRenderer>();
meshRenderer.material = boneMaterial;
}
}
}
// Function for extracting the number in the original model name.
private int ExtractNumber(string name)
{
Match match = Regex.Match(name, @"\d+");
if (match.Success)
{
return int.Parse(match.Value);
}
return int.MaxValue; // Return a very large value if no number is found
}
private void DisplayScreenInTwoHalves()
{
// Create a Canvas GameObject
GameObject canvasObject = new GameObject("Canvas");
Canvas canvas = canvasObject.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvasObject.AddComponent<CanvasScaler>();
canvasObject.AddComponent<GraphicRaycaster>();
// Set the Canvas dimensions to cover the entire screen
RectTransform canvasRectTransform = canvas.GetComponent<RectTransform>();
canvasRectTransform.anchorMin = Vector2.zero;
canvasRectTransform.anchorMax = Vector2.one;
canvasRectTransform.offsetMin = Vector2.zero;
canvasRectTransform.offsetMax = Vector2.zero;
// Create a RawImage GameObject as a child of the Canvas
GameObject rawImageObject = new GameObject("RawImage");
rawImageObject.transform.SetParent(canvasObject.transform, false);
RawImage rawImage = rawImageObject.AddComponent<RawImage>();
// Set the RawImage dimensions to cover the right half of the screen
RectTransform rawImageRectTransform = rawImage.GetComponent<RectTransform>();
rawImageRectTransform.anchorMin = new Vector2(0.5f, 0f);
rawImageRectTransform.anchorMax = Vector2.one;
rawImageRectTransform.pivot = new Vector2(0.5f, 0.5f);
rawImageRectTransform.offsetMin = Vector2.zero;
rawImageRectTransform.offsetMax = Vector2.zero;
// Create an empty GameObject and add a VideoPlayer component and CameraSelector script
GameObject cameraObject = new GameObject("CameraObject");
VideoPlayer videoPlayer = cameraObject.AddComponent<VideoPlayer>();
CameraSelector cameraSelector = cameraObject.AddComponent<CameraSelector>();
// Assign the RawImage to the CameraSelector script
cameraSelector.rawImage = rawImage;
// Set the name of the external USB camera to connect
cameraSelector.cameraName = cameraName;
// Create a RawImage GameObject for the "NEW CAMERA" as a child of the Canvas
GameObject newCameraRawImageObject = new GameObject("NewCameraRawImage");
newCameraRawImageObject.transform.SetParent(canvasObject.transform, false);
RawImage newCameraRawImage = newCameraRawImageObject.AddComponent<RawImage>();
// Set the RawImage dimensions to cover the right half of the screen
RectTransform newCameraRawImageRectTransform = newCameraRawImage.GetComponent<RectTransform>();
newCameraRawImageRectTransform.anchorMin = new Vector2(0f, 0f);
newCameraRawImageRectTransform.anchorMax = new Vector2(0.5f, 1f);
newCameraRawImageRectTransform.pivot = new Vector2(1f,1f);
newCameraRawImageRectTransform.offsetMin = Vector2.zero;
newCameraRawImageRectTransform.offsetMax = Vector2.zero;
// Set the "NEW CAMERA" target texture to the Raw Image
RenderTexture newCameraRenderTexture = new RenderTexture(Screen.width / 2, Screen.height, 0);
newCamera.targetTexture = newCameraRenderTexture;
newCameraRawImage.texture = newCameraRenderTexture;
}
}