├── .github
├── ISSUE_TEMPLATE
│ ├── config.yml
│ ├── feature_request.md
│ ├── other-issues.md
│ └── support.md
├── pull_request_template.md
└── workflows
│ ├── README.md
│ ├── codeowners-validator.yml
│ └── update-version-on-release.yml
├── CHANGELOG.md
├── CHANGELOG.md.meta
├── CODE_OF_CONDUCT.md
├── CODE_OF_CONDUCT.md.meta
├── CONTRIBUTING.md
├── CONTRIBUTING.md.meta
├── Documentation~
├── api
│ ├── Unity.Geospatial.HighPrecision.DoubleBounds.html
│ ├── Unity.Geospatial.HighPrecision.DoublePlane.html
│ ├── Unity.Geospatial.HighPrecision.Editor.CoordinateSystemInspector.ScaleTypes.html
│ ├── Unity.Geospatial.HighPrecision.Editor.CoordinateSystemInspector.html
│ ├── Unity.Geospatial.HighPrecision.Editor.DefaultCoordinateSystemInspector.html
│ ├── Unity.Geospatial.HighPrecision.Editor.EditorGUILayoutWrapper.html
│ ├── Unity.Geospatial.HighPrecision.Editor.HPNodeInspector.html
│ ├── Unity.Geospatial.HighPrecision.Editor.HPRootInspector.html
│ ├── Unity.Geospatial.HighPrecision.Editor.HPTransformInspector.html
│ ├── Unity.Geospatial.HighPrecision.Editor.TransformEditorOverride.html
│ ├── Unity.Geospatial.HighPrecision.Editor.html
│ ├── Unity.Geospatial.HighPrecision.HPMath.html
│ ├── Unity.Geospatial.HighPrecision.HPNode.ScaleTypes.html
│ ├── Unity.Geospatial.HighPrecision.HPNode.html
│ ├── Unity.Geospatial.HighPrecision.HPRoot.html
│ ├── Unity.Geospatial.HighPrecision.HPTransform.html
│ ├── Unity.Geospatial.HighPrecision.LocalCoordinateSystem.html
│ ├── Unity.Geospatial.HighPrecision.MathExtension.html
│ ├── Unity.Geospatial.HighPrecision.MatrixExtension.html
│ ├── Unity.Geospatial.HighPrecision.SerializableDoubleBounds.html
│ ├── Unity.Geospatial.HighPrecision.html
│ ├── index.html
│ └── toc.html
├── changelog
│ ├── CHANGELOG.html
│ └── toc.html
├── favicon.ico
├── fonts
│ ├── glyphicons-halflings-regular.eot
│ ├── glyphicons-halflings-regular.svg
│ ├── glyphicons-halflings-regular.ttf
│ ├── glyphicons-halflings-regular.woff
│ └── glyphicons-halflings-regular.woff2
├── index.html
├── index.json
├── license
│ ├── LICENSE.html
│ ├── index.html
│ └── toc.html
├── logo.svg
├── manifest.json
├── manual
│ ├── TableOfContents.html
│ ├── getting-started.html
│ ├── images
│ │ ├── GettingStarted-NewScene.png
│ │ ├── GettingStarted-RemoveCollider.png
│ │ ├── HPMultipleHierarchy.png
│ │ ├── HPMultipleHierarchy.uxf
│ │ ├── HPNewProject.png
│ │ ├── HPOrganizedHierarchy.png
│ │ ├── HPOrganizedHierarchy.uxf
│ │ ├── HPPackageInstall.png
│ │ ├── HPRendering.png
│ │ ├── HPRendering.uxf
│ │ ├── HPRootPos2.png
│ │ ├── HPSampleHierarchy.png
│ │ ├── HPSampleSceneImport.png
│ │ ├── HPSimpleHierarchy.png
│ │ └── HPSimpleHierarchy.uxf
│ ├── index.html
│ ├── installation.html
│ ├── known-limitations.html
│ ├── overview.html
│ ├── sample-scene.html
│ ├── toc.html
│ └── using-unity-mathematics.html
├── search-stopwords.json
├── styles
│ ├── docfx.css
│ ├── docfx.js
│ ├── docfx.vendor.css
│ ├── docfx.vendor.js
│ ├── lunr.js
│ ├── lunr.min.js
│ ├── main.css
│ ├── main.js
│ ├── search-worker.js
│ └── statictoc.docfx.vendor.css
├── toc.html
└── xrefmap.yml
├── Editor.meta
├── Editor
├── AssemblyInfo.cs
├── AssemblyInfo.cs.meta
├── CoordinateSystemInspector.cs
├── CoordinateSystemInspector.cs.meta
├── DefaultCoordinateSystemInspector.cs
├── DefaultCoordinateSystemInspector.cs.meta
├── EditorGUILayoutWrapper.cs
├── EditorGUILayoutWrapper.cs.meta
├── HPNodeInspector.cs
├── HPNodeInspector.cs.meta
├── HPRootInspector.cs
├── HPRootInspector.cs.meta
├── HPTransformInspector.cs
├── HPTransformInspector.cs.meta
├── HPTrsInspector.cs
├── HPTrsInspector.cs.meta
├── Icons.meta
├── Icons
│ ├── d_Transform@64.png
│ └── d_Transform@64.png.meta
├── TransformEditorOverride.cs
├── TransformEditorOverride.cs.meta
├── Unity.Geospatial.HighPrecision.Editor.asmdef
└── Unity.Geospatial.HighPrecision.Editor.asmdef.meta
├── LICENSE.md
├── LICENSE.md.meta
├── README.md
├── Runtime.meta
├── Runtime
├── AssemblyInfo.cs
├── AssemblyInfo.cs.meta
├── Behaviors.meta
├── Behaviors
│ ├── HPNode.cs
│ ├── HPNode.cs.meta
│ ├── HPRoot.cs
│ ├── HPRoot.cs.meta
│ ├── HPTransform.cs
│ ├── HPTransform.cs.meta
│ ├── LocalCoordinateSystem.cs
│ └── LocalCoordinateSystem.cs.meta
├── Math.meta
├── Math
│ ├── DoubleBounds.cs
│ ├── DoubleBounds.cs.meta
│ ├── DoublePlane.cs
│ ├── DoublePlane.cs.meta
│ ├── HPMath.cs
│ ├── HPMath.cs.meta
│ ├── MathExtension.cs
│ ├── MathExtension.cs.meta
│ ├── MatrixExtension.cs
│ ├── MatrixExtension.cs.meta
│ ├── SerializableDoubleBounds.cs
│ └── SerializableDoubleBounds.cs.meta
├── Unity.Geospatial.HighPrecision.asmdef
└── Unity.Geospatial.HighPrecision.asmdef.meta
├── Samples~
├── SampleScene.meta
└── SampleScene
│ ├── .sample.json
│ ├── ExampleAssets.meta
│ ├── ExampleAssets
│ ├── Materials.meta
│ ├── Materials
│ │ ├── ConstructionLight_Mat.mat
│ │ ├── ConstructionLight_Mat.mat.meta
│ │ ├── DryWallPainted_Mat.mat
│ │ ├── DryWallPainted_Mat.mat.meta
│ │ ├── DryWall_Mat.mat
│ │ ├── DryWall_Mat.mat.meta
│ │ ├── Ground_Mat.mat
│ │ ├── Ground_Mat.mat.meta
│ │ ├── Hammer_Mat.mat
│ │ ├── Hammer_Mat.mat.meta
│ │ ├── HardHat_Mat.mat
│ │ ├── HardHat_Mat.mat.meta
│ │ ├── Jigsaw_Mat.mat
│ │ ├── Jigsaw_Mat.mat.meta
│ │ ├── LightBulb_Mat.mat
│ │ ├── LightBulb_Mat.mat.meta
│ │ ├── Liquid_Mat.mat
│ │ ├── Liquid_Mat.mat.meta
│ │ ├── Metal_Blue_Simple_Mat.mat
│ │ ├── Metal_Blue_Simple_Mat.mat.meta
│ │ ├── Metal_Simple_Mat.mat
│ │ ├── Metal_Simple_Mat.mat.meta
│ │ ├── OBS_Mat.mat
│ │ ├── OBS_Mat.mat.meta
│ │ ├── Paint1G_WAnim_Material.mat
│ │ ├── Paint1G_WAnim_Material.mat.meta
│ │ ├── PaintBrush_Mat.mat
│ │ ├── PaintBrush_Mat.mat.meta
│ │ ├── PaintLabel_Mat.mat
│ │ ├── PaintLabel_Mat.mat.meta
│ │ ├── Plastic_Black_Mat.mat
│ │ ├── Plastic_Black_Mat.mat.meta
│ │ ├── Plastic_Gray_Mat.mat
│ │ ├── Plastic_Gray_Mat.mat.meta
│ │ ├── Plastic_Ridges_Mat.mat
│ │ ├── Plastic_Ridges_Mat.mat.meta
│ │ ├── Plastic_Rough_Mat.mat
│ │ ├── Plastic_Rough_Mat.mat.meta
│ │ ├── Plastic_Transparent.mat
│ │ ├── Plastic_Transparent.mat.meta
│ │ ├── Plastic_White_Mat.mat
│ │ ├── Plastic_White_Mat.mat.meta
│ │ ├── Plastic_Yellow_Mat.mat
│ │ ├── Plastic_Yellow_Mat.mat.meta
│ │ ├── Strap_Mat.mat
│ │ ├── Strap_Mat.mat.meta
│ │ ├── Stud_Mat.mat
│ │ └── Stud_Mat.mat.meta
│ ├── Models.meta
│ ├── Models
│ │ ├── ConstructionLight_Low.fbx
│ │ ├── ConstructionLight_Low.fbx.meta
│ │ ├── Stud.fbx
│ │ ├── Stud.fbx.meta
│ │ ├── Workbench.fbx
│ │ ├── Workbench.fbx.meta
│ │ ├── Workbench_Low.fbx
│ │ ├── Workbench_Low.fbx.meta
│ │ ├── Workshop_Set.fbx
│ │ ├── Workshop_Set.fbx.meta
│ │ ├── brush_low.fbx
│ │ ├── brush_low.fbx.meta
│ │ ├── hammer_low.fbx
│ │ ├── hammer_low.fbx.meta
│ │ ├── jigsaw_low.fbx
│ │ ├── jigsaw_low.fbx.meta
│ │ ├── magneticlevel_low.fbx
│ │ ├── magneticlevel_low.fbx.meta
│ │ ├── paintbucket_low.fbx
│ │ ├── paintbucket_low.fbx.meta
│ │ ├── safetygoggles_low.fbx
│ │ ├── safetygoggles_low.fbx.meta
│ │ ├── safetyhat_low.fbx
│ │ ├── safetyhat_low.fbx.meta
│ │ ├── small_plane.fbx
│ │ └── small_plane.fbx.meta
│ ├── Prefabs.meta
│ ├── Prefabs
│ │ ├── ConstructionLightLow.prefab
│ │ ├── ConstructionLightLow.prefab.meta
│ │ ├── PaintSupplies.prefab
│ │ ├── PaintSupplies.prefab.meta
│ │ ├── Props.prefab
│ │ ├── Props.prefab.meta
│ │ ├── Workbench.prefab
│ │ ├── Workbench.prefab.meta
│ │ ├── Workbench_LOD0.prefab
│ │ ├── Workbench_LOD0.prefab.meta
│ │ ├── Workbench_LOD1.prefab
│ │ ├── Workbench_LOD1.prefab.meta
│ │ ├── WorkshopSet.prefab
│ │ └── WorkshopSet.prefab.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── Paint1G_WAnim_Shader.shadergraph
│ │ └── Paint1G_WAnim_Shader.shadergraph.meta
│ ├── Textures.meta
│ └── Textures
│ │ ├── Concrete.meta
│ │ ├── Concrete
│ │ ├── Ground_Albedo.tif
│ │ ├── Ground_Albedo.tif.meta
│ │ ├── Ground_MetallicOcculusionSmoothness.tif
│ │ ├── Ground_MetallicOcculusionSmoothness.tif.meta
│ │ ├── Ground_Normal.tif
│ │ └── Ground_Normal.tif.meta
│ │ ├── Drywall.meta
│ │ ├── Drywall
│ │ ├── DrywallPainted_Normal.tif
│ │ ├── DrywallPainted_Normal.tif.meta
│ │ ├── Drywall_Albedo.tif
│ │ ├── Drywall_Albedo.tif.meta
│ │ ├── Drywall_AlbedoSmoothness.tif
│ │ ├── Drywall_AlbedoSmoothness.tif.meta
│ │ ├── Drywall_Normal.tif
│ │ └── Drywall_Normal.tif.meta
│ │ ├── Metal.meta
│ │ ├── Metal
│ │ ├── Metal_Albedo.tif
│ │ ├── Metal_Albedo.tif.meta
│ │ ├── Metal_MetallicSmoothness.tif
│ │ ├── Metal_MetallicSmoothness.tif.meta
│ │ ├── Metal_Normal.tif
│ │ └── Metal_Normal.tif.meta
│ │ ├── Plastic.meta
│ │ ├── Plastic
│ │ ├── Elastic_MetallicOcculusionSmoothness.tif
│ │ ├── Elastic_MetallicOcculusionSmoothness.tif.meta
│ │ ├── Elastic_Normal.tif
│ │ ├── Elastic_Normal.tif.meta
│ │ ├── PlasticRidges_Albedo.tif
│ │ ├── PlasticRidges_Albedo.tif.meta
│ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif
│ │ ├── PlasticRidges_MetallicOcculusionSmoothness.tif.meta
│ │ ├── PlasticRidges_Normal.tif
│ │ ├── PlasticRidges_Normal.tif.meta
│ │ ├── PlasticRough_Albedo.tif
│ │ ├── PlasticRough_Albedo.tif.meta
│ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif
│ │ ├── PlasticRough_MetallicOcculusionSmoothness.tif.meta
│ │ ├── Plastic_AlbedoSmoothness.tif
│ │ ├── Plastic_AlbedoSmoothness.tif.meta
│ │ ├── Plastic_Normal.tif
│ │ └── Plastic_Normal.tif.meta
│ │ ├── Props.meta
│ │ ├── Props
│ │ ├── Construction_Light.meta
│ │ ├── Construction_Light
│ │ │ ├── ConstructionLight_Albedo.tif
│ │ │ ├── ConstructionLight_Albedo.tif.meta
│ │ │ ├── ConstructionLight_MetallicOcculusionSmoothness.tif
│ │ │ └── ConstructionLight_MetallicOcculusionSmoothness.tif.meta
│ │ ├── Hammer.meta
│ │ ├── Hammer
│ │ │ ├── Hammer_Albedo.tif
│ │ │ ├── Hammer_Albedo.tif.meta
│ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif
│ │ │ ├── Hammer_MetallicOcculusionSmoothness.tif.meta
│ │ │ ├── Hammer_Normal.tif
│ │ │ └── Hammer_Normal.tif.meta
│ │ ├── HardHat.meta
│ │ ├── HardHat
│ │ │ ├── SafetyHat_Albedo.tif
│ │ │ ├── SafetyHat_Albedo.tif.meta
│ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif
│ │ │ ├── SafetyHat_MetallicOcculusionSmoothness.tif.meta
│ │ │ ├── SafetyHat_Normal.tif
│ │ │ └── SafetyHat_Normal.tif.meta
│ │ ├── Jigsaw.meta
│ │ ├── Jigsaw
│ │ │ ├── Jigsaw_Albedo.tif
│ │ │ ├── Jigsaw_Albedo.tif.meta
│ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif
│ │ │ ├── Jigsaw_MetallicOcculusionSmoothness.tif.meta
│ │ │ ├── Jigsaw_Normal.tif
│ │ │ └── Jigsaw_Normal.tif.meta
│ │ ├── Paint.meta
│ │ └── Paint
│ │ │ ├── Paint1G_Albedo.tif
│ │ │ ├── Paint1G_Albedo.tif.meta
│ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif
│ │ │ ├── Paint1G_MetallicOcculusionRoughness.tif.meta
│ │ │ ├── Paint1G_Normal.tif
│ │ │ ├── Paint1G_Normal.tif.meta
│ │ │ ├── Paint5G_AlbedoSmoothness.tif
│ │ │ ├── Paint5G_AlbedoSmoothness.tif.meta
│ │ │ ├── PaintAnimMask.tif
│ │ │ ├── PaintAnimMask.tif.meta
│ │ │ ├── PaintLabel.tif
│ │ │ ├── PaintLabel.tif.meta
│ │ │ ├── Paintbrush_Albedo.tif
│ │ │ ├── Paintbrush_Albedo.tif.meta
│ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif
│ │ │ ├── Paintbrush_MetallicOcculusionSmoothness.tif.meta
│ │ │ ├── Paintbrush_Normal.tif
│ │ │ └── Paintbrush_Normal.tif.meta
│ │ ├── Wood.meta
│ │ └── Wood
│ │ ├── OBS_Albedo.tif
│ │ ├── OBS_Albedo.tif.meta
│ │ ├── OBS_MetallicOcculusionSmoothness.tif
│ │ ├── OBS_MetallicOcculusionSmoothness.tif.meta
│ │ ├── OBS_Normal.tif
│ │ ├── OBS_Normal.tif.meta
│ │ ├── Plywood_Albedo.tif
│ │ ├── Plywood_Albedo.tif.meta
│ │ ├── Plywood_MetallicOcculusionSmoothness.tif
│ │ ├── Plywood_MetallicOcculusionSmoothness.tif.meta
│ │ ├── Plywood_Normal.tif
│ │ └── Plywood_Normal.tif.meta
│ ├── Materials.meta
│ ├── Materials
│ ├── LargePlane.mat
│ ├── LargePlane.mat.meta
│ ├── Skybox_Mat.mat
│ └── Skybox_Mat.mat.meta
│ ├── Scenes.meta
│ ├── Scenes
│ ├── SampleScene.unity
│ ├── SampleScene.unity.meta
│ ├── SampleSceneLightingSettings.lighting
│ └── SampleSceneLightingSettings.lighting.meta
│ ├── Scripts.meta
│ ├── Scripts
│ ├── MovingCamera.cs
│ ├── MovingCamera.cs.meta
│ ├── SampleScripts.asmdef
│ └── SampleScripts.asmdef.meta
│ ├── TextMesh Pro.meta
│ ├── TextMesh Pro
│ ├── Resources.meta
│ ├── Resources
│ │ ├── Fonts & Materials.meta
│ │ ├── Fonts & Materials
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ │ ├── LiberationSans SDF - Fallback.asset
│ │ │ ├── LiberationSans SDF - Fallback.asset.meta
│ │ │ ├── LiberationSans SDF - Outline.mat
│ │ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ │ ├── LiberationSans SDF.asset
│ │ │ └── LiberationSans SDF.asset.meta
│ │ ├── LineBreaking Following Characters.txt
│ │ ├── LineBreaking Following Characters.txt.meta
│ │ ├── LineBreaking Leading Characters.txt
│ │ ├── LineBreaking Leading Characters.txt.meta
│ │ ├── Sprite Assets.meta
│ │ ├── Sprite Assets
│ │ │ ├── EmojiOne.asset
│ │ │ └── EmojiOne.asset.meta
│ │ ├── Style Sheets.meta
│ │ ├── Style Sheets
│ │ │ ├── Default Style Sheet.asset
│ │ │ └── Default Style Sheet.asset.meta
│ │ ├── TMP Settings.asset
│ │ └── TMP Settings.asset.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── TMP_Bitmap-Custom-Atlas.shader
│ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ │ ├── TMP_Bitmap-Mobile.shader
│ │ ├── TMP_Bitmap-Mobile.shader.meta
│ │ ├── TMP_Bitmap.shader
│ │ ├── TMP_Bitmap.shader.meta
│ │ ├── TMP_SDF Overlay.shader
│ │ ├── TMP_SDF Overlay.shader.meta
│ │ ├── TMP_SDF SSD.shader
│ │ ├── TMP_SDF SSD.shader.meta
│ │ ├── TMP_SDF-Mobile Masking.shader
│ │ ├── TMP_SDF-Mobile Masking.shader.meta
│ │ ├── TMP_SDF-Mobile Overlay.shader
│ │ ├── TMP_SDF-Mobile Overlay.shader.meta
│ │ ├── TMP_SDF-Mobile SSD.shader
│ │ ├── TMP_SDF-Mobile SSD.shader.meta
│ │ ├── TMP_SDF-Mobile.shader
│ │ ├── TMP_SDF-Mobile.shader.meta
│ │ ├── TMP_SDF-Surface-Mobile.shader
│ │ ├── TMP_SDF-Surface-Mobile.shader.meta
│ │ ├── TMP_SDF-Surface.shader
│ │ ├── TMP_SDF-Surface.shader.meta
│ │ ├── TMP_SDF.shader
│ │ ├── TMP_SDF.shader.meta
│ │ ├── TMP_Sprite.shader
│ │ ├── TMP_Sprite.shader.meta
│ │ ├── TMPro.cginc
│ │ ├── TMPro.cginc.meta
│ │ ├── TMPro_Mobile.cginc
│ │ ├── TMPro_Mobile.cginc.meta
│ │ ├── TMPro_Properties.cginc
│ │ ├── TMPro_Properties.cginc.meta
│ │ ├── TMPro_Surface.cginc
│ │ └── TMPro_Surface.cginc.meta
│ ├── Sprites.meta
│ └── Sprites
│ │ ├── EmojiOne Attribution.txt
│ │ ├── EmojiOne Attribution.txt.meta
│ │ ├── EmojiOne.json
│ │ ├── EmojiOne.json.meta
│ │ ├── EmojiOne.png
│ │ └── EmojiOne.png.meta
│ ├── Textures.meta
│ └── Textures
│ ├── UVChecker.png
│ └── UVChecker.png.meta
├── catalog-info.txt
├── package.json
└── package.json.meta
/.github/ISSUE_TEMPLATE/config.yml:
--------------------------------------------------------------------------------
1 | blank_issues_enabled: True
2 | contact_links:
3 | - name: How to Report Bugs
4 | url: https://unity3d.com/unity/qa/bug-reporting
5 | about: Learn how to report a bug using Unity Bug Reporter
6 |
--------------------------------------------------------------------------------
/.github/ISSUE_TEMPLATE/feature_request.md:
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1 | ---
2 | name: Feature Request
3 | about: Suggest an idea for this project
4 | title: ''
5 | labels: stat:awaiting triage, type:feature
6 | assignees: ''
7 |
8 | ---
9 |
10 | **Is your feature request related to a problem? Please describe.**
11 | A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
12 |
13 | **Describe the solution you'd like**
14 | A clear and concise description of what you want to happen.
15 |
16 | **Describe alternatives you've considered**
17 | A clear and concise description of any alternative solutions or features you've considered.
18 |
19 | **Additional context**
20 | Add any other context or screenshots about the feature request here.
21 |
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/.github/ISSUE_TEMPLATE/other-issues.md:
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1 | ---
2 | name: Other Issues
3 | about: Use this template for any other non-support related issues
4 | title: ''
5 | labels: stat:awaiting triage
6 | assignees: ''
7 |
8 | ---
9 |
10 | This template is for issues not covered by the other issue categories.
11 |
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/.github/ISSUE_TEMPLATE/support.md:
--------------------------------------------------------------------------------
1 | ---
2 | name: Support
3 | about: Have a question or need help with anything?
4 | title: ''
5 | labels: stat:awaiting triage, type:support
6 | assignees: ''
7 |
8 | ---
9 |
10 | Post your questions or problems here.
11 |
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/.github/pull_request_template.md:
--------------------------------------------------------------------------------
1 | ### Description
2 |
3 | _Please fill this section with a description what the pull request is trying to address._
4 |
5 | ### Changes made
6 |
7 | _Please write down a short description of what changes were made._
8 |
9 | ### Notes
10 |
11 | _Please write down any additional notes, remove the section if not applicable._
12 |
13 | ### Checklist
14 |
15 | Before review:
16 |
17 | - [ ] Changelog entry added under `Unreleased` section.
18 | - Explains the change in `Modified`, `Fixed`, `Added` sections.
19 | - For API change contains an example snippet and/or migration example.
20 | - If UI or rendering results applies, include screenshots.
21 | - FogBugz ticket attached, example `([case %number%](https://issuetracker.unity3d.com/issues/...))`.
22 | - FogBugz is marked as `Resolved` with `next` release version correctly set.
23 | - [ ] Tests added/changed, if applicable.
24 | - Functional tests.
25 | - Performance tests.
26 | - Integration tests.
27 | - [ ] All Tests passed.
28 | - [ ] Docs for new/changed.
29 | - XmlDoc cross references are set correctly.
30 | - Added explanation how the API works.
31 | - Usage code examples added.
32 | - [ ] The branch name has the respective prefix.
33 | - `bug/` Fixing a bug
34 | - `feature/` New feature implementation
35 | - `perf/` Performance improvement
36 | - `refactor/` A code change that neither fixes a bug nor adds a feature
37 | - `doc/` Added documentation
38 | - `test/` Added Unit Tests
39 | - `build/` Changes that affect the build system or external dependencies
40 | - `ci/` Changes to our CI configuration files and scripts
41 | - `style/` Changes that do not affect the meaning of the code (white-space, formatting, missing semi-colons, etc)
42 | - [ ] Coding Standards are respected.
43 | - [ ] Rebase the branch if possible.
44 |
45 | After review:
46 |
47 | - [ ] Squash and Merge
48 | - If no merge commits are between commits
49 | - Don't squash commits when they are easier to comprehend the changes when categorized.
50 |
--------------------------------------------------------------------------------
/.github/workflows/README.md:
--------------------------------------------------------------------------------
1 | ## GitHub Actions Workflows
2 |
3 | See https://github.cds.internal.unity3d.com/actions for a collection of available actions that you may use in your workflows.
4 |
5 | File PR for https://github.cds.internal.unity3d.com/unity/actions-syncer to sync new actions, but make sure to use them with a pinned hash for security reasons.
6 |
--------------------------------------------------------------------------------
/.github/workflows/codeowners-validator.yml:
--------------------------------------------------------------------------------
1 | name: CODEOWNERS validator
2 | on:
3 | workflow_dispatch:
4 | pull_request:
5 | paths:
6 | # we trigger validation on any changes to the CODEOWNERS file
7 | - .github/CODEOWNERS
8 |
9 | jobs:
10 | validate:
11 | runs-on: self-hosted
12 | steps:
13 | - uses: actions/checkout@v2
14 | - uses: actions/codeowners-validator@7f3f5e28c6d7b8dfae5731e54ce2272ca384592f
15 | with:
16 | checks: "syntax,files,duppatterns"
17 |
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/CODE_OF_CONDUCT.md:
--------------------------------------------------------------------------------
1 | # Contributor Covenant Code of Conduct
2 |
3 | ## Our Pledge
4 |
5 | In the interest of fostering an open and welcoming environment, we as
6 | contributors and maintainers pledge to make participation in our project and
7 | our community a harassment-free experience for everyone, regardless of age, body
8 | size, disability, ethnicity, sex characteristics, gender identity and expression,
9 | level of experience, education, socio-economic status, nationality, personal
10 | appearance, race, religion, or sexual identity and orientation.
11 |
12 | ## Our Standards
13 |
14 | Examples of behavior that contributes to creating a positive environment
15 | include:
16 |
17 | * Using welcoming and inclusive language
18 | * Being respectful of differing viewpoints and experiences
19 | * Gracefully accepting constructive criticism
20 | * Focusing on what is best for the community
21 | * Showing empathy towards other community members
22 |
23 | Examples of unacceptable behavior by participants include:
24 |
25 | * The use of sexualized language or imagery and unwelcome sexual attention or
26 | advances
27 | * Trolling, insulting/derogatory comments, and personal or political attacks
28 | * Public or private harassment
29 | * Publishing others' private information, such as a physical or electronic
30 | address, without explicit permission
31 | * Other conduct which could reasonably be considered inappropriate in a
32 | professional setting
33 |
34 | ## Our Responsibilities
35 |
36 | Project maintainers are responsible for clarifying the standards of acceptable
37 | behavior and are expected to take appropriate and fair corrective action in
38 | response to any instances of unacceptable behavior.
39 |
40 | Project maintainers have the right and responsibility to remove, edit, or
41 | reject comments, commits, code, wiki edits, issues, and other contributions
42 | that are not aligned to this Code of Conduct, and will communicate reasons
43 | for moderation decisions when appropriate.
44 |
45 | ## Scope
46 |
47 | This Code of Conduct applies within all project spaces, and it also applies when
48 | an individual is representing the project or its community in public spaces.
49 | Examples of representing a project or community include using an official
50 | project e-mail address, posting via an official social media account, or acting
51 | as an appointed representative at an online or offline event.
52 |
53 | ## Enforcement
54 |
55 | Instances of abusive, harassing, or otherwise unacceptable behavior may be
56 | reported by contacting the project team. All
57 | complaints will be reviewed and investigated and will result in a response that
58 | is deemed necessary and appropriate to the circumstances. The project team is
59 | obligated to maintain confidentiality with regard to the reporter of an incident.
60 | Further details of specific enforcement policies may be posted separately.
61 |
62 | Project maintainers who do not follow or enforce the Code of Conduct in good
63 | faith may face temporary or permanent repercussions as determined by other
64 | members of the project's leadership.
65 |
66 | ## Attribution
67 |
68 | This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4,
69 | available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html
70 |
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30 |
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1 |
2 |
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/Documentation~/search-stopwords.json:
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1 | [
2 | "a",
3 | "able",
4 | "about",
5 | "across",
6 | "after",
7 | "all",
8 | "almost",
9 | "also",
10 | "am",
11 | "among",
12 | "an",
13 | "and",
14 | "any",
15 | "are",
16 | "as",
17 | "at",
18 | "be",
19 | "because",
20 | "been",
21 | "but",
22 | "by",
23 | "can",
24 | "cannot",
25 | "could",
26 | "dear",
27 | "did",
28 | "do",
29 | "does",
30 | "either",
31 | "else",
32 | "ever",
33 | "every",
34 | "for",
35 | "from",
36 | "get",
37 | "got",
38 | "had",
39 | "has",
40 | "have",
41 | "he",
42 | "her",
43 | "hers",
44 | "him",
45 | "his",
46 | "how",
47 | "however",
48 | "i",
49 | "if",
50 | "in",
51 | "into",
52 | "is",
53 | "it",
54 | "its",
55 | "just",
56 | "least",
57 | "let",
58 | "like",
59 | "likely",
60 | "may",
61 | "me",
62 | "might",
63 | "most",
64 | "must",
65 | "my",
66 | "neither",
67 | "no",
68 | "nor",
69 | "not",
70 | "of",
71 | "off",
72 | "often",
73 | "on",
74 | "only",
75 | "or",
76 | "other",
77 | "our",
78 | "own",
79 | "rather",
80 | "said",
81 | "say",
82 | "says",
83 | "she",
84 | "should",
85 | "since",
86 | "so",
87 | "some",
88 | "than",
89 | "that",
90 | "the",
91 | "their",
92 | "them",
93 | "then",
94 | "there",
95 | "these",
96 | "they",
97 | "this",
98 | "tis",
99 | "to",
100 | "too",
101 | "twas",
102 | "us",
103 | "wants",
104 | "was",
105 | "we",
106 | "were",
107 | "what",
108 | "when",
109 | "where",
110 | "which",
111 | "while",
112 | "who",
113 | "whom",
114 | "why",
115 | "will",
116 | "with",
117 | "would",
118 | "yet",
119 | "you",
120 | "your"
121 | ]
122 |
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/Documentation~/styles/main.js:
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1 | // Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information.
2 |
--------------------------------------------------------------------------------
/Documentation~/styles/search-worker.js:
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1 | (function () {
2 | importScripts('lunr.min.js');
3 |
4 | var lunrIndex;
5 |
6 | var stopWords = null;
7 | var searchData = {};
8 |
9 | lunr.tokenizer.separator = /[\s\-\.]+/;
10 |
11 | var stopWordsRequest = new XMLHttpRequest();
12 | stopWordsRequest.open('GET', '../search-stopwords.json');
13 | stopWordsRequest.onload = function () {
14 | if (this.status != 200) {
15 | return;
16 | }
17 | stopWords = JSON.parse(this.responseText);
18 | buildIndex();
19 | }
20 | stopWordsRequest.send();
21 |
22 | var searchDataRequest = new XMLHttpRequest();
23 |
24 | searchDataRequest.open('GET', '../index.json');
25 | searchDataRequest.onload = function () {
26 | if (this.status != 200) {
27 | return;
28 | }
29 | searchData = JSON.parse(this.responseText);
30 |
31 | buildIndex();
32 |
33 | postMessage({ e: 'index-ready' });
34 | }
35 | searchDataRequest.send();
36 |
37 | onmessage = function (oEvent) {
38 | var q = oEvent.data.q;
39 | var hits = lunrIndex.search(q);
40 | var results = [];
41 | hits.forEach(function (hit) {
42 | var item = searchData[hit.ref];
43 | results.push({ 'href': item.href, 'title': item.title, 'keywords': item.keywords });
44 | });
45 | postMessage({ e: 'query-ready', q: q, d: results });
46 | }
47 |
48 | function buildIndex() {
49 | if (stopWords !== null && !isEmpty(searchData)) {
50 | lunrIndex = lunr(function () {
51 | this.pipeline.remove(lunr.stopWordFilter);
52 | this.ref('href');
53 | this.field('title', { boost: 50 });
54 | this.field('keywords', { boost: 20 });
55 |
56 | for (var prop in searchData) {
57 | if (searchData.hasOwnProperty(prop)) {
58 | this.add(searchData[prop]);
59 | }
60 | }
61 |
62 | var docfxStopWordFilter = lunr.generateStopWordFilter(stopWords);
63 | lunr.Pipeline.registerFunction(docfxStopWordFilter, 'docfxStopWordFilter');
64 | this.pipeline.add(docfxStopWordFilter);
65 | this.searchPipeline.add(docfxStopWordFilter);
66 | });
67 | }
68 | }
69 |
70 | function isEmpty(obj) {
71 | if(!obj) return true;
72 |
73 | for (var prop in obj) {
74 | if (obj.hasOwnProperty(prop))
75 | return false;
76 | }
77 |
78 | return true;
79 | }
80 | })();
81 |
--------------------------------------------------------------------------------
/Documentation~/styles/statictoc.docfx.vendor.css:
--------------------------------------------------------------------------------
1 | /*
2 | the statictoc doesn't replace logo.svg with an inline equivalent, due to CORS restriction,
3 | so we need to set the width and height in css instead.
4 | */
5 | #logo {
6 | width:100%;
7 | height:100%;
8 | }
9 |
10 | /*
11 | Toc elements in the static toc don't word-break when the overflow the containing element
12 | (this should be the default behaviour) so we override the styling
13 | */
14 | body .toc {
15 | word-break: break-word;
16 | }
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2 |
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9 |
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1 |
2 | using System.Runtime.CompilerServices;
3 |
4 | [assembly: InternalsVisibleTo("Unity.Geospatial.HighPrecision.Editor.Testing")]
5 |
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1 | using Unity.Mathematics;
2 |
3 | namespace Unity.Geospatial.HighPrecision.Editor
4 | {
5 | ///
6 | /// Tells an Editor class how to display the values.
7 | ///
8 | public class DefaultCoordinateSystemInspector : CoordinateSystemInspector
9 | {
10 | ///
11 | /// Value to use by the property.
12 | ///
13 | internal const string DefaultName = "Unity Default";
14 |
15 | ///
16 | public override string Name
17 | {
18 | get { return DefaultName; }
19 | }
20 |
21 | ///
22 | public override void OnInspectorGUI(HPNode target)
23 | {
24 | switch (GetScaleType(target))
25 | {
26 | case ScaleTypes.None:
27 | DrawTRSNoScale(target);
28 | break;
29 |
30 | case ScaleTypes.Isotropic:
31 | DrawTRSUniformScale(target);
32 | break;
33 |
34 | case ScaleTypes.Anisotropic:
35 | DrawTRSNonUniformScale(target);
36 | break;
37 | }
38 | }
39 |
40 | ///
41 | /// Custom IMGUI based GUI for the inspector when the scaling is non uniform.
42 | ///
43 | /// Draw the IMGUI for this component.
44 | private void DrawTRSNonUniformScale(HPNode target)
45 | {
46 | GetTRS(target, out double3 position, out quaternion rotation, out float3 scale);
47 |
48 | if (HPTrsInspector.Draw(GUILayoutWrapper, ref position, ref rotation, ref scale))
49 | SetTRS(target, position, rotation, scale);
50 | }
51 |
52 | ///
53 | /// Custom IMGUI based GUI for the inspector when the scaling is uniform.
54 | ///
55 | /// Draw the IMGUI for this component.
56 | private void DrawTRSUniformScale(HPNode target)
57 | {
58 | GetTRS(target, out double3 position, out quaternion rotation, out float3 vScale);
59 | float scale = vScale.x;
60 |
61 | if (HPTrsInspector.Draw(GUILayoutWrapper, ref position, ref rotation, ref scale))
62 | SetTRS(target, position, rotation, scale * new float3(1F));
63 | }
64 |
65 | ///
66 | /// Custom IMGUI based GUI for the inspector when there is no scaling values.
67 | ///
68 | /// Draw the IMGUI for this component.
69 | private void DrawTRSNoScale(HPNode target)
70 | {
71 | GetTRS(target, out double3 position, out quaternion rotation, out float3 _);
72 |
73 | if (HPTrsInspector.Draw(GUILayoutWrapper, ref position, ref rotation))
74 | SetTRS(target, position, rotation, new float3(1F));
75 | }
76 | }
77 | }
78 |
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1 |
2 | using UnityEditor;
3 |
4 | namespace Unity.Geospatial.HighPrecision.Editor
5 | {
6 | ///
7 | /// Class to display the fields inside the Unity inspector.
8 | ///
9 | [CustomEditor(typeof(HPRoot))]
10 | public class HPRootInspector:
11 | HPNodeInspector
12 | {
13 | }
14 | }
15 |
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/Editor/HPTransformInspector.cs:
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1 |
2 | using UnityEngine;
3 | using UnityEditor;
4 |
5 | namespace Unity.Geospatial.HighPrecision.Editor
6 | {
7 | ///
8 | /// Class to display the fields inside the Unity inspector
9 | ///
10 | [CustomEditor(typeof(HPTransform))]
11 | public class HPTransformInspector :
12 | HPNodeInspector
13 | {
14 | ///
15 | /// Custom IMGUI based GUI for the inspector for a given .
16 | ///
17 | /// Target to draw the inspector for.
18 | internal override void OnInspectorGUI(HPNode target)
19 | {
20 | base.OnInspectorGUI(target);
21 |
22 | //
23 | // TODO - Uses internal editor tools, may not be stable
24 | //
25 | HPTransform hpTransform = target as HPTransform;
26 |
27 | if (hpTransform is { })
28 | {
29 | switch (PrefabUtility.GetPrefabAssetType(hpTransform.gameObject))
30 | {
31 | case PrefabAssetType.NotAPrefab:
32 | MoveToTop(hpTransform);
33 | break;
34 |
35 | case PrefabAssetType.Regular:
36 | case PrefabAssetType.Variant:
37 | case PrefabAssetType.Model:
38 | case PrefabAssetType.MissingAsset:
39 | //
40 | // Intentionally left blank
41 | //
42 | break;
43 | }
44 | }
45 |
46 | Tools.hidden = !hpTransform.IsSceneEditable;
47 | }
48 |
49 | ///
50 | /// This function is called when the scriptable object goes out of scope.
51 | ///
52 | public void OnDisable()
53 | {
54 | Tools.hidden = false;
55 | }
56 |
57 | ///
58 | /// Make sure the given Component is
59 | /// after the first component
60 | /// (usually after the Transform component).
61 | ///
62 | /// Component to move.
63 | private static void MoveToTop(Component component)
64 | {
65 | int lastIndex;
66 | int index = GetIndex(component);
67 | do
68 | {
69 | lastIndex = index;
70 | UnityEditorInternal.ComponentUtility.MoveComponentUp(component);
71 | index = GetIndex(component);
72 | } while (index != lastIndex && index > 1);
73 | }
74 |
75 | ///
76 | /// Get the actual display order index of the given
77 | /// Component.
78 | ///
79 | /// Item to get the index for.
80 | /// The display order index.
81 | internal static int GetIndex(Component component)
82 | {
83 | return System.Array.IndexOf(component.GetComponents(), component);
84 | }
85 | }
86 | }
87 |
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1 | {
2 | "name": "Unity.Geospatial.HighPrecision.Editor",
3 | "rootNamespace": "Unity.Geospatial.HighPrecision.Editor",
4 | "references": [
5 | "Unity.Geospatial.HighPrecision",
6 | "Unity.Mathematics"
7 | ],
8 | "includePlatforms": [
9 | "Editor"
10 | ],
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/LICENSE.md:
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1 | High Precision Framework copyright © 2022 Unity Technologies
2 |
3 | Licensed under the Unity Companion License for Unity-dependent projects (see [https://unity3d.com/legal/licenses/unity_companion_license](https://unity3d.com/legal/licenses/unity_companion_license)).
4 |
5 | Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
6 |
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/README.md:
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1 | # High-Precision Framework
2 |
3 | The High Precision (HP) framework allows Unity to render very large worlds by providing a standard way of addressing the limitations of the single-precision floating point system that is used to position and render GameObjects within the engine. For more information on the package, please see the full html documentation located in the Documentation~ folder.
4 |
5 |
6 | ## License
7 | * [License](LICENSE.md)
8 |
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1 |
2 | using System.Runtime.CompilerServices;
3 |
4 | [assembly: InternalsVisibleTo("Unity.Geospatial.HighPrecision.Editor")]
5 | [assembly: InternalsVisibleTo("Unity.Geospatial.HighPrecision.Testing")]
6 | [assembly: InternalsVisibleTo("Unity.Geospatial.Streaming")]
7 | [assembly: InternalsVisibleTo("Unity.Geospatial.Streaming.Editor")]
8 |
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/Runtime/Behaviors/LocalCoordinateSystem.cs:
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1 | using Unity.Mathematics;
2 | using UnityEngine;
3 |
4 | namespace Unity.Geospatial.HighPrecision
5 | {
6 | ///
7 | /// The LocalCoordinateSystem component causes any HPTransform to be defined as
8 | /// the center of interest within the universe space. This will maximize rendering
9 | /// precision around this object by essentially keeping it in the center of the
10 | /// scene. For many applications, the camera or the player makes for a good candidate
11 | /// as the origin HPTransform.
12 | ///
13 | /// This component is meant as an example of how to implement a very simple dynamic
14 | /// rebasing scheme. However, many other schemes can and should be considered, such
15 | /// as rebasing only when getting a predefined distance from the origin or event triggered
16 | /// rebasing when the user performs an action.
17 | ///
18 | [RequireComponent(typeof(HPRoot))]
19 | public class LocalCoordinateSystem : MonoBehaviour
20 | {
21 | ///
22 | /// The object who's position and rotation will correspond to the origin of the scene.
23 | /// It's position, in world space will be zero, and it's rotation will be identity.
24 | ///
25 | [SerializeField]
26 | private HPTransform m_Origin;
27 |
28 | ///
29 | /// The node this instance is linked with.
30 | ///
31 | private HPRoot m_Root;
32 |
33 | ///
34 | /// Position of the at the last stored frame.
35 | ///
36 | private double3 m_LastPosition;
37 |
38 | ///
39 | /// The object who's position and rotation will correspond to the origin of the scene.
40 | /// It's position, in world space will be zero, and it's rotation will be identity.
41 | ///
42 | public HPTransform Origin
43 | {
44 | get { return m_Origin; }
45 | set { m_Origin = value; }
46 | }
47 |
48 | ///
49 | /// Start is called on the frame when a script is enabled just before any of the Update methods are called the first time.
50 | ///
51 | private void Start()
52 | {
53 | m_Root = GetComponent();
54 | }
55 |
56 | ///
57 | /// LateUpdate is called every frame, if the Behaviour is enabled.
58 | /// LateUpdate is called after all Update functions have been called.
59 | ///
60 | private void LateUpdate()
61 | {
62 | if (m_Origin != null && !m_LastPosition.Equals(m_Origin.UniversePosition))
63 | {
64 | m_LastPosition = m_Origin.UniversePosition;
65 | m_Root.RootUniversePosition = m_LastPosition;
66 | }
67 | }
68 | }
69 | }
70 |
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1 |
2 | using Unity.Mathematics;
3 | using UnityEngine;
4 |
5 | namespace Unity.Geospatial.HighPrecision
6 | {
7 | ///
8 | /// Extend Unity mathematics structs.
9 | ///
10 | public static class MathExtension
11 | {
12 | ///
13 | /// Convert a double3 instance to a Unity Vector3 instance.
14 | ///
15 | /// Point to convert.
16 | /// The convert point.
17 | public static Vector3 ToVector3(this double3 vector)
18 | {
19 | return new Vector3((float)vector.x, (float)vector.y, (float)vector.z);
20 | }
21 |
22 | ///
23 | /// Convert a Unity Vector3 to a double3 instance.
24 | ///
25 | /// Point to convert.
26 | /// The convert point.
27 | public static double3 ToDouble3(this Vector3 vector)
28 | {
29 | return new double3(vector.x, vector.y, vector.z);
30 | }
31 |
32 | ///
33 | /// Convert a double4x4 instance to a Unity Vector3 instance.
34 | ///
35 | /// Matrix to convert.
36 | /// The convert matrix.
37 | public static Matrix4x4 ToMatrix4x4(this double4x4 matrix)
38 | {
39 | return new Matrix4x4((float4)matrix.c0, (float4)matrix.c1, (float4)matrix.c2, (float4)matrix.c3);
40 | }
41 | }
42 | }
43 |
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1 |
2 | using UnityEngine;
3 | using Unity.Mathematics;
4 |
5 | namespace Unity.Geospatial.HighPrecision
6 | {
7 | ///
8 | /// Extension methods for Unity Matrix4x4.
9 | ///
10 | public static class MatrixExtension
11 | {
12 | ///
13 | /// Convert a unity Matrix4x4 instance to a new Unity mathematics double4x4 instance.
14 | ///
15 | /// The instance to convert.
16 | /// A new double4x4 instance.
17 | public static double4x4 ToDouble4x4(this Matrix4x4 matrix)
18 | {
19 | Vector4 col0 = matrix.GetColumn(0);
20 | Vector4 col1 = matrix.GetColumn(1);
21 | Vector4 col2 = matrix.GetColumn(2);
22 | Vector4 col3 = matrix.GetColumn(3);
23 |
24 | return new double4x4(
25 | col0.x, col1.x, col2.x, col3.x,
26 | col0.y, col1.y, col2.y, col3.y,
27 | col0.z, col1.z, col2.z, col3.z,
28 | col0.w, col1.w, col2.w, col3.w);
29 | }
30 |
31 | ///
32 | /// Get the , and scaling part of the given .
33 | ///
34 | /// The matrix requested to get its , and from.
35 | /// Returns the position part.
36 | /// Returns the orientation part.
37 | /// Returns the resize part.
38 | public static void GetTRS(this Matrix4x4 matrix, out double3 translation, out quaternion rotation, out float3 scale)
39 | {
40 | matrix.ToDouble4x4().GetTRS(out translation, out rotation, out scale);
41 | }
42 | }
43 | }
44 |
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1 | using System;
2 | using Unity.Mathematics;
3 | using UnityEngine;
4 |
5 | namespace Unity.Geospatial.HighPrecision
6 | {
7 | ///
8 | /// This struct should only be used for serialization purposes within Unity, either
9 | /// in MonoBehaviours, such that it can appear in the inspector, or for JSON
10 | /// serialization. For any purpose that does not require serialization, please use
11 | /// . Cast as quickly as you can to the DoubleBounds struct
12 | /// which is immutable.
13 | ///
14 | [Serializable]
15 | public struct SerializableDoubleBounds
16 | {
17 | ///
18 | /// The center of the bounds
19 | ///
20 | public double3 Center;
21 |
22 | ///
23 | /// The extent of the bounds, or the vector that can run from the center of the bounds
24 | /// to each of the corners.
25 | ///
26 | public double3 Extents;
27 |
28 | ///
29 | /// Default constructor, using a .
30 | ///
31 | /// The bounds which should be copied into the serializable version
32 | public SerializableDoubleBounds(DoubleBounds bounds)
33 | {
34 | Center = bounds.Center;
35 | Extents = bounds.Extents;
36 | }
37 |
38 | ///
39 | /// Cast to
40 | ///
41 | /// The to be casted from
42 | /// A new instance.
43 | public static explicit operator DoubleBounds(SerializableDoubleBounds bounds)
44 | {
45 | return new DoubleBounds(bounds.Center, 2.0 * bounds.Extents);
46 | }
47 |
48 | ///
49 | /// Cast from
50 | ///
51 | /// The to be casted from
52 | /// A new instance.
53 | public static explicit operator SerializableDoubleBounds(DoubleBounds bounds)
54 | {
55 | return new SerializableDoubleBounds(bounds);
56 | }
57 |
58 | ///
59 | /// Convert a instance to a new single precision Unity
60 | /// Bounds instance.
61 | ///
62 | /// The instance to convert.
63 | /// A new Bounds instance.
64 | public static explicit operator Bounds(SerializableDoubleBounds bounds)
65 | {
66 | Bounds result = default;
67 |
68 | result.center = bounds.Center.ToVector3();
69 | result.extents = bounds.Extents.ToVector3();
70 |
71 | return result;
72 | }
73 | }
74 | }
75 |
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2 | "name": "Unity.Geospatial.HighPrecision",
3 | "rootNamespace": "Unity.Geospatial.HighPrecision",
4 | "references": [
5 | "Unity.Mathematics",
6 | "Unity.Burst"
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/Samples~/SampleScene/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader:
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1 | // Simplified SDF shader:
2 | // - No Shading Option (bevel / bump / env map)
3 | // - No Glow Option
4 | // - Softness is applied on both side of the outline
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field SSD" {
7 |
8 | Properties {
9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 | _MaskTex ("Mask Texture", 2D) = "white" {}
46 | _MaskInverse ("Inverse", float) = 0
47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
50 |
51 | _StencilComp ("Stencil Comparison", Float) = 8
52 | _Stencil ("Stencil ID", Float) = 0
53 | _StencilOp ("Stencil Operation", Float) = 0
54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
55 | _StencilReadMask ("Stencil Read Mask", Float) = 255
56 |
57 | _CullMode ("Cull Mode", Float) = 0
58 | _ColorMask ("Color Mask", Float) = 15
59 | }
60 |
61 | SubShader {
62 | Tags {
63 | "Queue"="Transparent"
64 | "IgnoreProjector"="True"
65 | "RenderType"="Transparent"
66 | }
67 |
68 | Stencil
69 | {
70 | Ref [_Stencil]
71 | Comp [_StencilComp]
72 | Pass [_StencilOp]
73 | ReadMask [_StencilReadMask]
74 | WriteMask [_StencilWriteMask]
75 | }
76 |
77 | Cull [_CullMode]
78 | ZWrite Off
79 | Lighting Off
80 | Fog { Mode Off }
81 | ZTest [unity_GUIZTestMode]
82 | Blend One OneMinusSrcAlpha
83 | ColorMask [_ColorMask]
84 |
85 | Pass {
86 | CGPROGRAM
87 | #pragma vertex VertShader
88 | #pragma fragment PixShader
89 | #pragma shader_feature __ OUTLINE_ON
90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
91 |
92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
94 |
95 | #include "UnityCG.cginc"
96 | #include "UnityUI.cginc"
97 | #include "TMPro_Properties.cginc"
98 |
99 | #include "TMPro_Mobile.cginc"
100 |
101 | ENDCG
102 | }
103 | }
104 |
105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
106 | }
107 |
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/Samples~/SampleScene/TextMesh Pro/Shaders/TMP_Sprite.shader:
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1 | Shader "TextMeshPro/Sprite"
2 | {
3 | Properties
4 | {
5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1,1,1,1)
7 |
8 | _StencilComp ("Stencil Comparison", Float) = 8
9 | _Stencil ("Stencil ID", Float) = 0
10 | _StencilOp ("Stencil Operation", Float) = 0
11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
12 | _StencilReadMask ("Stencil Read Mask", Float) = 255
13 |
14 | _CullMode ("Cull Mode", Float) = 0
15 | _ColorMask ("Color Mask", Float) = 15
16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
17 |
18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
19 | }
20 |
21 | SubShader
22 | {
23 | Tags
24 | {
25 | "Queue"="Transparent"
26 | "IgnoreProjector"="True"
27 | "RenderType"="Transparent"
28 | "PreviewType"="Plane"
29 | "CanUseSpriteAtlas"="True"
30 | }
31 |
32 | Stencil
33 | {
34 | Ref [_Stencil]
35 | Comp [_StencilComp]
36 | Pass [_StencilOp]
37 | ReadMask [_StencilReadMask]
38 | WriteMask [_StencilWriteMask]
39 | }
40 |
41 | Cull [_CullMode]
42 | Lighting Off
43 | ZWrite Off
44 | ZTest [unity_GUIZTestMode]
45 | Blend SrcAlpha OneMinusSrcAlpha
46 | ColorMask [_ColorMask]
47 |
48 | Pass
49 | {
50 | Name "Default"
51 | CGPROGRAM
52 | #pragma vertex vert
53 | #pragma fragment frag
54 | #pragma target 2.0
55 |
56 | #include "UnityCG.cginc"
57 | #include "UnityUI.cginc"
58 |
59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
61 |
62 | struct appdata_t
63 | {
64 | float4 vertex : POSITION;
65 | float4 color : COLOR;
66 | float2 texcoord : TEXCOORD0;
67 | UNITY_VERTEX_INPUT_INSTANCE_ID
68 | };
69 |
70 | struct v2f
71 | {
72 | float4 vertex : SV_POSITION;
73 | fixed4 color : COLOR;
74 | float2 texcoord : TEXCOORD0;
75 | float4 worldPosition : TEXCOORD1;
76 | UNITY_VERTEX_OUTPUT_STEREO
77 | };
78 |
79 | sampler2D _MainTex;
80 | fixed4 _Color;
81 | fixed4 _TextureSampleAdd;
82 | float4 _ClipRect;
83 | float4 _MainTex_ST;
84 |
85 | v2f vert(appdata_t v)
86 | {
87 | v2f OUT;
88 | UNITY_SETUP_INSTANCE_ID(v);
89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
90 | OUT.worldPosition = v.vertex;
91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
92 |
93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
94 |
95 | OUT.color = v.color * _Color;
96 | return OUT;
97 | }
98 |
99 | fixed4 frag(v2f IN) : SV_Target
100 | {
101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
102 |
103 | #ifdef UNITY_UI_CLIP_RECT
104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
105 | #endif
106 |
107 | #ifdef UNITY_UI_ALPHACLIP
108 | clip (color.a - 0.001);
109 | #endif
110 |
111 | return color;
112 | }
113 | ENDCG
114 | }
115 | }
116 | }
117 |
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/Samples~/SampleScene/TextMesh Pro/Shaders/TMPro.cginc:
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1 | float2 UnpackUV(float uv)
2 | {
3 | float2 output;
4 | output.x = floor(uv / 4096);
5 | output.y = uv - 4096 * output.x;
6 |
7 | return output * 0.001953125;
8 | }
9 |
10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
11 | {
12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
14 |
15 | faceColor.rgb *= faceColor.a;
16 | outlineColor.rgb *= outlineColor.a;
17 |
18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha);
19 |
20 | faceColor *= faceAlpha;
21 |
22 | return faceColor;
23 | }
24 |
25 | float3 GetSurfaceNormal(float4 h, float bias)
26 | {
27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
28 |
29 | h += bias+_BevelOffset;
30 |
31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
32 |
33 | // Track outline
34 | h -= .5;
35 | h /= bevelWidth;
36 | h = saturate(h+.5);
37 |
38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
40 | h = min(h, 1.0-_BevelClamp);
41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0;
42 |
43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
45 |
46 | return cross(va, vb);
47 | }
48 |
49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
50 | {
51 | // Read "height field"
52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a,
53 | tex2D(_MainTex, uv + delta.xz).a,
54 | tex2D(_MainTex, uv - delta.zy).a,
55 | tex2D(_MainTex, uv + delta.zy).a};
56 |
57 | return GetSurfaceNormal(h, bias);
58 | }
59 |
60 | float3 GetSpecular(float3 n, float3 l)
61 | {
62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
63 | return _SpecularColor.rgb * spec * _SpecularPower;
64 | }
65 |
66 | float4 GetGlowColor(float d, float scale)
67 | {
68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
70 | glow = saturate(abs(glow/(1.0 + t)));
71 | glow = 1.0-pow(glow, _GlowPower);
72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
74 | }
75 |
76 | float4 BlendARGB(float4 overlying, float4 underlying)
77 | {
78 | overlying.rgb *= overlying.a;
79 | underlying.rgb *= underlying.a;
80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
81 | float alpha = underlying.a + (1-underlying.a)*overlying.a;
82 | return float4(blended, alpha);
83 | }
84 |
85 |
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/Samples~/SampleScene/TextMesh Pro/Shaders/TMPro_Properties.cginc:
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1 | // UI Editable properties
2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance
3 | uniform float _FaceUVSpeedX;
4 | uniform float _FaceUVSpeedY;
5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity
6 | uniform float _FaceDilate; // v[ 0, 1]
7 | uniform float _OutlineSoftness; // v[ 0, 1]
8 |
9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
10 | uniform float _OutlineUVSpeedX;
11 | uniform float _OutlineUVSpeedY;
12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
13 | uniform float _OutlineWidth; // v[ 0, 1]
14 |
15 | uniform float _Bevel; // v[ 0, 1]
16 | uniform float _BevelOffset; // v[-1, 1]
17 | uniform float _BevelWidth; // v[-1, 1]
18 | uniform float _BevelClamp; // v[ 0, 1]
19 | uniform float _BevelRoundness; // v[ 0, 1]
20 |
21 | uniform sampler2D _BumpMap; // Normal map
22 | uniform float _BumpOutline; // v[ 0, 1]
23 | uniform float _BumpFace; // v[ 0, 1]
24 |
25 | uniform samplerCUBE _Cube; // Cube / sphere map
26 | uniform fixed4 _ReflectFaceColor; // RGB intensity
27 | uniform fixed4 _ReflectOutlineColor;
28 | //uniform float _EnvTiltX; // v[-1, 1]
29 | //uniform float _EnvTiltY; // v[-1, 1]
30 | uniform float3 _EnvMatrixRotation;
31 | uniform float4x4 _EnvMatrix;
32 |
33 | uniform fixed4 _SpecularColor; // RGB intensity
34 | uniform float _LightAngle; // v[ 0,Tau]
35 | uniform float _SpecularPower; // v[ 0, 1]
36 | uniform float _Reflectivity; // v[ 5, 15]
37 | uniform float _Diffuse; // v[ 0, 1]
38 | uniform float _Ambient; // v[ 0, 1]
39 |
40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
41 | uniform float _UnderlayOffsetX; // v[-1, 1]
42 | uniform float _UnderlayOffsetY; // v[-1, 1]
43 | uniform float _UnderlayDilate; // v[-1, 1]
44 | uniform float _UnderlaySoftness; // v[ 0, 1]
45 |
46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity
47 | uniform float _GlowOffset; // v[-1, 1]
48 | uniform float _GlowOuter; // v[ 0, 1]
49 | uniform float _GlowInner; // v[ 0, 1]
50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
51 |
52 | // API Editable properties
53 | uniform float _ShaderFlags;
54 | uniform float _WeightNormal;
55 | uniform float _WeightBold;
56 |
57 | uniform float _ScaleRatioA;
58 | uniform float _ScaleRatioB;
59 | uniform float _ScaleRatioC;
60 |
61 | uniform float _VertexOffsetX;
62 | uniform float _VertexOffsetY;
63 |
64 | //uniform float _UseClipRect;
65 | uniform float _MaskID;
66 | uniform sampler2D _MaskTex;
67 | uniform float4 _MaskCoord;
68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
69 | //uniform float _MaskWipeControl;
70 | //uniform float _MaskEdgeSoftness;
71 | //uniform fixed4 _MaskEdgeColor;
72 | //uniform bool _MaskInverse;
73 |
74 | uniform float _MaskSoftnessX;
75 | uniform float _MaskSoftnessY;
76 |
77 | // Font Atlas properties
78 | uniform sampler2D _MainTex;
79 | uniform float _TextureWidth;
80 | uniform float _TextureHeight;
81 | uniform float _GradientScale;
82 | uniform float _ScaleX;
83 | uniform float _ScaleY;
84 | uniform float _PerspectiveFilter;
85 | uniform float _Sharpness;
86 |
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15 | title: "#aa-geospatial-devs"
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