// Use this for initialization
	void Start ()
	{
		// We'll store a reference to the colored cubes volume so we can interact with it later.
		terrainVolume = gameObject.GetComponent<TerrainVolume>();
		if(terrainVolume == null)
		{
			Debug.LogError("This 'ClickToCarveTerrainVolume' script should be attached to a game object with a TerrainVolume component");
		}
	}
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        public void OnEnable()
        {
            terrainVolume = target as TerrainVolume;

            brushTextures    = new Texture[NoOfBrushes];
            brushTextures[0] = Resources.Load("Icons/SoftBrush") as Texture;
            brushTextures[1] = Resources.Load("Icons/MediumSoftBrush") as Texture;
            brushTextures[2] = Resources.Load("Icons/MediumBrush") as Texture;
            brushTextures[3] = Resources.Load("Icons/MediumHardBrush") as Texture;
            brushTextures[4] = Resources.Load("Icons/HardBrush") as Texture;
        }
		public void OnEnable()
		{
		    terrainVolume = target as TerrainVolume;
			
			brushTextures = new Texture[NoOfBrushes];
			brushTextures[0] = Resources.Load("Icons/SoftBrush") as Texture;
			brushTextures[1] = Resources.Load("Icons/MediumSoftBrush") as Texture;
			brushTextures[2] = Resources.Load("Icons/MediumBrush") as Texture;
			brushTextures[3] = Resources.Load("Icons/MediumHardBrush") as Texture;
			brushTextures[4] = Resources.Load("Icons/HardBrush") as Texture;
		}
        static void CreateTerrainVolume()
        {
            int width  = 128;
            int height = 32;
            int depth  = 128;

            TerrainVolumeData data = VolumeDataAsset.CreateEmptyVolumeData <TerrainVolumeData>(new Region(0, 0, 0, width - 1, height - 1, depth - 1));

            // Create some ground in the terrain so it shows up in the editor.
            // Soil as a base (mat 1) and then a couple of layers of grass (mat 2).
            TerrainVolumeGenerator.GenerateFloor(data, 6, (uint)1, 8, (uint)2);

            // Now create the terrain game object from the data.
            GameObject terrain = TerrainVolume.CreateGameObject(data, true, true);

            // And select it, so the user can get straight on with editing.
            Selection.activeGameObject = terrain;
        }
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        /// Picks a point on the surface of the terrain volume.

        /**
         * Note that the result may be slightly inaccurate due to the fixed step size.
         */
        public static bool PickSurface(TerrainVolume volume, Vector3 origin, Vector3 direction, float distance, out PickSurfaceResult 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 PickSurfaceResult();

            // 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.PickTerrainSurface((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(pickResult.volumeSpacePos);

            // Return true if we hit a surface.
            return(hit == 1);
        }
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		/// Picks a point on the surface of the terrain volume. 
		/**
		 * Note that the result may be slightly inaccurate due to the fixed step size.
		 */
		public static bool PickSurface(TerrainVolume volume, Vector3 origin, Vector3 direction, float distance, out PickSurfaceResult 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 PickSurfaceResult();
			
			// 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.PickTerrainSurface((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(pickResult.volumeSpacePos);
			
			// Return true if we hit a surface.
			return hit == 1;
		}
        /// Convinience method for creating a GameObject with a set of terrain components attached.

        /**
         * Adding a volume to a scene requires creating a GameObject and then attching the required Cubiquity components such a renderer and a
         * collider. This method simply automates the process and also attaches the provided volume data.
         *
         * \param data The volume data which should be attached to the construced volume.
         * \param addRenderer Specifies whether a renderer component should be added so that the volume is displayed.
         * \param addCollider Specifies whether a collider component should be added so that the volume can participate in collisions.
         */
        public static GameObject CreateGameObject(TerrainVolumeData data, bool addRenderer, bool addCollider)
        {
            // Create our main game object representing the volume.
            GameObject terrainVolumeGameObject = new GameObject("Terrain Volume");

            //Add the required volume component.
            TerrainVolume terrainVolume = terrainVolumeGameObject.GetOrAddComponent <TerrainVolume>();

            // Set the provided data.
            terrainVolume.data = data;

            // Add the renderer and collider if desired.
            if (addRenderer)
            {
                terrainVolumeGameObject.AddComponent <TerrainVolumeRenderer>();
            }
            if (addCollider)
            {
                terrainVolumeGameObject.AddComponent <TerrainVolumeCollider>();
            }

            // Return the created object
            return(terrainVolumeGameObject);
        }
 public static void PaintTerrainVolume(TerrainVolume volume, float centerX, float centerY, float centerZ, float brushInnerRadius, float brushOuterRadius, float amount, uint materialIndex)
 {
     CubiquityDLL.PaintTerrainVolume((uint)volume.data.volumeHandle, centerX, centerY, centerZ, brushInnerRadius, brushOuterRadius, amount, materialIndex);
 }
 public static void BlurTerrainVolume(TerrainVolume volume, Region region)
 {
     CubiquityDLL.BlurTerrainVolumeRegion((uint)volume.data.volumeHandle, region.lowerCorner.x, region.lowerCorner.y, region.lowerCorner.z, region.upperCorner.x, region.upperCorner.y, region.upperCorner.z);
 }
 public static void BlurTerrainVolume(TerrainVolume volume, float centerX, float centerY, float centerZ, float brushInnerRadius, float brushOuterRadius, float amount)
 {
     CubiquityDLL.BlurTerrainVolume((uint)volume.data.volumeHandle, centerX, centerY, centerZ, brushInnerRadius, brushOuterRadius, amount);
 }
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 public static void SculptTerrainVolume(TerrainVolume volume, float centerX, float centerY, float centerZ, float brushInnerRadius, float brushOuterRadius, float amount)
 {
     CubiquityDLL.SculptTerrainVolume((uint)volume.data.volumeHandle, centerX, centerY, centerZ, brushInnerRadius, brushOuterRadius, amount);
 }
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 public static void PaintTerrainVolume(TerrainVolume volume, float centerX, float centerY, float centerZ, float brushInnerRadius, float brushOuterRadius, float amount, uint materialIndex)
 {
     CubiquityDLL.PaintTerrainVolume((uint)volume.data.volumeHandle, centerX, centerY, centerZ, brushInnerRadius, brushOuterRadius, amount, materialIndex);
 }
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 public static void BlurTerrainVolume(TerrainVolume volume, Region region)
 {
     CubiquityDLL.BlurTerrainVolumeRegion((uint)volume.data.volumeHandle, region.lowerCorner.x, region.lowerCorner.y, region.lowerCorner.z, region.upperCorner.x, region.upperCorner.y, region.upperCorner.z);
 }
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        /// Picks a point on the surface of the terrain volume.

        /**
         * Note that the result may be slightly inaccurate due to the fixed step size.
         */
        public static bool PickSurface(TerrainVolume volume, Ray ray, float distance, out PickSurfaceResult pickResult)
        {
            return(PickSurface(volume, ray.origin, ray.direction, distance, out pickResult));
        }
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 /// Picks a point on the surface of the terrain volume. 
 /**
  * Note that the result may be slightly inaccurate due to the fixed step size.
  */
 public static bool PickSurface(TerrainVolume volume, Ray ray, float distance, out PickSurfaceResult pickResult)
 {
     return PickSurface(volume, ray.origin, ray.direction, distance, out pickResult);
 }