public void ApplyColorSpace(Color[, ,] colorMap, Vector3 origin, Vector3 voxelDimensions)
    {
        for (int i = 0; i < particle_count; i++)
        {
            Vector3 particlePos = particles[i].position;
            if (particlePos.x < origin.x ||
                particlePos.y < origin.y ||
                particlePos.z < origin.z)
            {
                continue;
            }
            int ind_x = Mathf.RoundToInt((particlePos.x - origin.x) / voxelDimensions.x);
            int ind_y = Mathf.RoundToInt((particlePos.y - origin.y) / voxelDimensions.y);
            int ind_z = Mathf.RoundToInt((particlePos.z - origin.z) / voxelDimensions.z);

            if (ind_x >= colorMap.GetLength(0) ||
                ind_y >= colorMap.GetLength(1) ||
                ind_z >= colorMap.GetLength(2))
            {
                continue;
            }

            particles[i].startColor = colorMap[ind_x, ind_y, ind_z];
        }
        OnParticlesUpdated();
    }
Beispiel #2
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    public void SaveCSV(Color[,,] voxArray, int seqID, int sculptureID)
    {
        string voxCSV = "";

        for (int x = 0; x < voxArray.GetLength(0); x++)
        {
            for (int z = 0; z < voxArray.GetLength(1); z++)
            {
                for (int y = 0; y < voxArray.GetLength(2); y++)
                {
                    voxCSV += x + ", " + z + ", " + y + ", ";
                    voxCSV += voxArray[x, z, y].r.ToString() + ", ";
                    voxCSV += voxArray[x, z, y].g.ToString() + ", ";
                    voxCSV += voxArray[x, z, y].b.ToString() + ", ";
                    voxCSV += voxArray[x, z, y].a.ToString() + "\n";
                }
            }
        }

        byte[] bytes = Encoding.UTF8.GetBytes(voxCSV);
        if (!Directory.Exists(Application.dataPath + "/../Subject-" + testerID + "/" + generatedSculpturesCounter))
        {
            Directory.CreateDirectory(Application.dataPath + "/../Subject-" + testerID + "/" + generatedSculpturesCounter);
        }
        File.WriteAllBytes(Application.dataPath + "/../Subject-" + testerID + "/" + generatedSculpturesCounter + "/sculpture_" + sculptureID + "_" + ".csv", bytes);
    }
Beispiel #3
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    /// <summary>
    /// Apply a spatial color mapping to the points in the point cloud.
    /// </summary>
    /// <param name="colorMap">The dense, voxel-based defining the colors distribution of the space.</param>
    public void ApplyColorSpace(Color[, ,] colorMap, Vector3 origin, Vector3 voxelDimensions)
    {
        for (int i = 0; i < particle_count; i++)
        {
            Vector3 particlePos = particles[i].position;

            // Check that the point is within the voxel space's bounds.

            if (particlePos.x < origin.x ||
                particlePos.y < origin.y ||
                particlePos.z < origin.z)
            {
                continue;
            }
            // Find the indices of the voxel that the point belongs in.
            int ind_x = Mathf.RoundToInt((particlePos.x - origin.x) / voxelDimensions.x);
            int ind_y = Mathf.RoundToInt((particlePos.y - origin.y) / voxelDimensions.y);
            int ind_z = Mathf.RoundToInt((particlePos.z - origin.z) / voxelDimensions.z);
            if (ind_x >= colorMap.GetLength(0) ||
                ind_y >= colorMap.GetLength(1) ||
                ind_z >= colorMap.GetLength(2))
            {
                continue;
            }

            particles[i].startColor = colorMap[ind_x, ind_y, ind_z];
        }

        // Trigger a particle system update.
        OnParticlesUpdated();
    }
Beispiel #4
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 internal void Init()
 {
     for (int z = 0; z < block.GetLength(0); z++)
     {
         for (int x = 0; x < block.GetLength(1); x++)
         {
             for (int y = 0; y < block.GetLength(2); y++)
             {
                 block[z, x, y] = Settings.Colors[z];
             }
         }
     }
 }
Beispiel #5
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        private void GenerateTexture()
        {
            if (_data == null)
            {
                throw new ArgumentNullException();
            }

            int width  = _data.GetLength(0);
            int length = _data.GetLength(1);
            int height = _data.GetLength(2);

            if (width != length || width != height || length != height)
            {
                throw new ArgumentOutOfRangeException();
            }

            int size = width;

            if (_texture != null)
            {
                Texture2D.DestroyImmediate(_texture);
            }

            _texture = new Texture2D(size * size, size, TextureFormat.ARGB32, false);

            var textureData = new Color[size * size * size];

            for (int w = 0; w < size; w++)
            {
                for (int l = 0; l < size; l++)
                {
                    for (int h = 0; h < size; h++)
                    {
                        int index = w + h * size + l * size * size;
                        textureData[index] = _data[w, l, h];
                    }
                }
            }

            _texture.SetPixels(textureData);
        }
Beispiel #6
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        public static Texture3D GenerateSeedPositionTexture3DFromArray(Color[,,] array)
        {
            var tex = new Texture3D(array.GetLength(0), array.GetLength(1), array.GetLength(2), TextureFormat.ARGB32, false)
            {
                wrapMode = TextureWrapMode.Clamp, filterMode = FilterMode.Point
            };

            for (int x = 0; x < array.GetLength(0); x++)
            {
                for (int y = 0; y < array.GetLength(1); y++)
                {
                    for (int z = 0; z < array.GetLength(2); z++)
                    {
                        tex.SetPixel(x, y, z, array[x, y, z]);
                    }
                }
            }
            tex.Apply();
            return(tex);
        }