/// Picks the last empty voxel lying on the ray. /** * */ public static bool PickLastEmptyVoxel(ColoredCubesVolume volume, Vector3 origin, Vector3 direction, float distance, out PickVoxelResult pickResult) { validateDistance(distance); // This 'out' value needs to be initialised even if we don't hit // anything (in which case it will be left at it's default value). pickResult = new PickVoxelResult(); // Can't hit it the volume if there's no data. if ((volume.data == null) || (volume.data.volumeHandle == null)) { return(false); } // Cubiquity's picking code works in volume space whereas we expose an interface that works in world // space (for consistancy with other Unity functions). Therefore we apply the inverse of the volume's // volume-to-world transform to the ray, to bring it from world space into volume space. // // Note that we do this by transforming the start and end points of the ray (rather than the direction // of the ray) as Unity's Transform.InverseTransformDirection method does not handle scaling. Vector3 target = origin + direction * distance; origin = volume.transform.InverseTransformPoint(origin); target = volume.transform.InverseTransformPoint(target); direction = target - origin; // Now call through to the Cubiquity dll to do the actual picking. pickResult = new PickVoxelResult(); uint hit = CubiquityDLL.PickLastEmptyVoxel((uint)volume.data.volumeHandle, origin.x, origin.y, origin.z, direction.x, direction.y, direction.z, out pickResult.volumeSpacePos.x, out pickResult.volumeSpacePos.y, out pickResult.volumeSpacePos.z); // The result is in volume space, but again it is more convienient for Unity users to have the result // in world space. Therefore we apply the volume's volume-to-world transform to the volume space position. pickResult.worldSpacePos = volume.transform.TransformPoint((Vector3)(pickResult.volumeSpacePos)); // Return true if we hit a surface. return(hit == 1); }
/// Picks the first solid voxel lying on the ray. /** * */ public static bool PickFirstSolidVoxel(ColoredCubesVolume volume, Vector3 origin, Vector3 direction, float distance, out PickVoxelResult pickResult) { validateDistance(distance); // This 'out' value needs to be initialised even if we don't hit // anything (in which case it will be left at it's default value). pickResult = new PickVoxelResult(); // Can't hit it the volume if there's no data. if((volume.data == null) || (volume.data.volumeHandle == null)) { return false; } // Cubiquity's picking code works in volume space whereas we expose an interface that works in world // space (for consistancy with other Unity functions). Therefore we apply the inverse of the volume's // volume-to-world transform to the ray, to bring it from world space into volume space. // // Note that we do this by transforming the start and end points of the ray (rather than the direction // of the ray) as Unity's Transform.InverseTransformDirection method does not handle scaling. Vector3 target = origin + direction * distance; origin = volume.transform.InverseTransformPoint(origin); target = volume.transform.InverseTransformPoint(target); direction = target - origin; // Now call through to the Cubiquity dll to do the actual picking. uint hit = CubiquityDLL.PickFirstSolidVoxel((uint)volume.data.volumeHandle, origin.x, origin.y, origin.z, direction.x, direction.y, direction.z, out pickResult.volumeSpacePos.x, out pickResult.volumeSpacePos.y, out pickResult.volumeSpacePos.z); // The result is in volume space, but again it is more convienient for Unity users to have the result // in world space. Therefore we apply the volume's volume-to-world transform to the volume space position. pickResult.worldSpacePos = volume.transform.TransformPoint((Vector3)(pickResult.volumeSpacePos)); // Return true if we hit a surface. return hit == 1; }
/// Picks the last empty voxel lying on the ray. /** * */ public static bool PickLastEmptyVoxel(ColoredCubesVolume volume, Ray ray, float distance, out PickVoxelResult pickResult) { return(PickLastEmptyVoxel(volume, ray.origin, ray.direction, distance, out pickResult)); }
// This funcion should be implemented to find the point where the ray // pierces the mesh, between the last empty voxel and the first solid voxel. /*public static bool PickSurface(ColoredCubesVolume volume, Vector3 origin, Vector3 direction, float distance, PickSurfaceResult pickResult) { }*/ /// Picks the first solid voxel lying on the ray. /** * */ public static bool PickFirstSolidVoxel(ColoredCubesVolume volume, Ray ray, float distance, out PickVoxelResult pickResult) { return PickFirstSolidVoxel(volume, ray.origin, ray.direction, distance, out pickResult); }