コード例 #1
0
        public static bool PickLastEmptyVoxel(CogBlockVolume volume, Vector3 origin, Vector3 direction, float distance, out PickVoxelResult pickResult)
        {
            // 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);
            }

            //again, transforming to volume space
            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);

            //transform back out into worldspace
            pickResult.worldSpacePos = volume.transform.TransformPoint((Vector3)(pickResult.volumeSpacePos));

            // Return true if we hit a surface.
            return(hit == 1);
        }
コード例 #2
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        public static bool PickFirstSolidVoxel(CogBlockVolume volume, Vector3 origin, Vector3 direction, float distance, out PickVoxelResult pickResult)
        {
            //initialization of an empty struct
            pickResult = new PickVoxelResult();

            // Can't hit it the volume if there's no data.
            if ((volume.data == null) || (volume.data.volumeHandle == null))
            {
                return(false);
            }

            //As noted by cubiquity, where cubqity's picking code works in volume space, Unity needs to work in world space...
            // Cubiquity's picking code works in volume space whereas we expose an interface that works in world

            //Grab our ray's components and transform them for volume space.
            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.
            //Recall that CubiquityDLL will only have to work with ColoredCubeData, but that we are translating that boldface into CogBlockVolume data.
            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);
        }
コード例 #3
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 public static bool PickLastEmptyVoxel(CogBlockVolume volume, Ray ray, float distance, out PickVoxelResult pickResult)
 {
     //split ray into origin and direction again
     return(PickLastEmptyVoxel(volume, ray.origin, ray.direction, distance, out pickResult));
 }
コード例 #4
0
 public static bool PickFirstSolidVoxel(CogBlockVolume volume, Ray ray, float distance, out PickVoxelResult pickResult)
 {
     //we want our ray divided into an origin and a direction
     return(PickFirstSolidVoxel(volume, ray.origin, ray.direction, distance, out pickResult));
 }