/// 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); }