Exemple #1
0
    void Update()
    {
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

        Debug.DrawRay(ray.origin, ray.direction * 500, Color.cyan);

        RaycastHit hit = new RaycastHit();

        if (Physics.Raycast(ray, out hit, 500))
        {
            //Debug.Log(hit.transform.position.x + ", " + hit.transform.position.y + ", " + hit.transform.position.z);
            SliceMesh sliceMesh = hit.transform.GetComponent <SliceMesh>();
            //Debug.Log("Constituent in 0,0 , 0 : " + slice.Voxels[0, 0].Constituents[0].Name);
            if (sliceMesh != null)
            {
                Slice slice = sliceMesh.Slice;
                if (Input.GetMouseButtonUp(0) && !EventSystem.current.IsPointerOverGameObject())
                {
                    Debug.Log("Slice clicked: " + slice.X + ", " + slice.Y + ", " + slice.Z);
                    if (slice.IsMeshVisible())
                    {
                        slice.SetHidden();
                    }
                }
            }
        }
    }
Exemple #2
0
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         downPos = Utility.MousePostionToWorld(Input.mousePosition, meshObject.transform);
         drawing = true;
         ActiveOthers(true);
     }
     if (Input.GetMouseButtonUp(0))
     {
         drawing = false;
         ActiveOthers(false);
         Mesh[] meshes = SliceMesh.DoSlice(new Panel(panel.up, panel.position), meshObject);
         OnSliced(meshes);
     }
     if (drawing)
     {
         upPos = Utility.MousePostionToWorld(Input.mousePosition, meshObject.transform);
         lineRenderer.startWidth = 0.05f;
         lineRenderer.endWidth   = 0.05f;
         lineRenderer.SetPositions(new Vector3[] {
             downPos, upPos
         });
         DrawPanel();
     }
 }
Exemple #3
0
        public int AddMesh(DMesh3 mesh, PrintMeshOptions options)
        {
            SliceMesh m = new SliceMesh()
            {
                mesh    = mesh,
                bounds  = mesh.CachedBounds,
                options = options
            };
            int idx = Meshes.Count;

            Meshes.Add(m);
            return(idx);
        }
    // Use this for initialization
    void Start()
    {
        UnityEngine.Debug.Log("Start init  RayMarching");
        RayMarching ray = GameObject.Find("Camera0").GetComponent <RayMarching>();

        ray.setShaders(compositeShader, renderFrontDepthShader, renderBackDepthShader, rayMarchShader);
        ray.setTarget();

        SliceMesh s = GameObject.Find("Camera0").GetComponent <SliceMesh> ();

        s.setSize(mesh);
        UnityEngine.Debug.Log("End init RayMarching");
    }