├── README.md ├── theoreticalMeshTester.cs ├── theoreticalMesh.cs └── LICENSE /README.md: -------------------------------------------------------------------------------- 1 | # UnityMeshTools 2 | ![Alt Text](https://giant.gfycat.com/CreativeBrownKusimanse.gif) 3 | 4 | Makes mesh creation easier by adding an easily manipulated abstract mesh interface. UV maps are automatically applied and scaled to correct proportions. 5 | 6 | # Here are all the methods in theoreticalMesh.cs so far: 7 | **mesh integration** 8 | 9 | adopt() takes a mesh as input and combines it with the rest of the mesh data. 10 | 11 | constructMesh() takes all of the data you've dumped into it and turns it into a standard unity Mesh 12 | 13 | **shape creation** 14 | 15 | addTriangle() - takes 3 points and converts to a single triangle (clockwise faces up) 16 | 17 | addQuad() - takes 4 points and makes a 2-triangle quad (clockwise also faces up) 18 | 19 | addNgon() - takes a list of points + middlepoint and makes a triangle fan with the midpoint in the center 20 | 21 | addRaisedNgon() - takes a list of points, a magnitude, and direction. It's an N-gon with added thiccness. 22 | 23 | addCube() - makes a cube. First four points are clockwise on top, 2nd four points are clockwise on bottom. 24 | 25 | addRibbon() - a ribbon is just a series of quads that are sowed together side by side. The list should have points in a zigzag pattern: 26 | 27 | | 1 | 3 | 5 | 7 | 28 | |---|---|---|-----| 29 | | 2 | 4 | 6 | ... | 30 | -------------------------------------------------------------------------------- /theoreticalMeshTester.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | //This test class has many good examples of how to use the theoretical mesh 6 | 7 | public class theoreticalMeshTester : MonoBehaviour { 8 | 9 | public Mesh testMesh; 10 | public Material testMaterial; 11 | 12 | private MeshFilter myFilter; 13 | private MeshRenderer myRenderer; 14 | 15 | void Start () { 16 | myFilter = gameObject.AddComponent(); 17 | myRenderer = gameObject.AddComponent(); 18 | 19 | performTest(); 20 | } 21 | 22 | [ContextMenu("perform test")] 23 | void performTest() 24 | { 25 | //this theoretical mesh will be manipulated and converted into a mesh at the end. 26 | theoreticalMesh t = new theoreticalMesh(); 27 | myRenderer.material = testMaterial; 28 | 29 | //-------------------------------ADD TRIANGLE 30 | t.addTriangle(Vector3.zero + Vector3.forward, Vector3.forward + Vector3.forward, Vector3.right + Vector3.forward); 31 | 32 | //-------------------------------ADD QUAD 33 | t.addQuad(Vector3.forward + Vector3.up, Vector3.right + Vector3.up, Vector3.back + Vector3.up, Vector3.left + Vector3.up); 34 | 35 | //-------------------------------ADD Cube 36 | Vector3 offset1 = Vector3.down; 37 | Vector3 offset2 = Vector3.down * 2; 38 | 39 | t.addCube(Vector3.forward + offset1, Vector3.right + offset1, Vector3.back + offset1, Vector3.left + offset1, 40 | Vector3.forward + offset2, Vector3.right + offset2, Vector3.back + offset2, Vector3.left + offset2); 41 | 42 | //-------------------------------ADD NGON 43 | List circle = new List(); 44 | for (int i = 0; i < 360; i += 10) 45 | { 46 | circle.Add(Quaternion.Euler(0, i, 0) * Vector3.forward); 47 | } 48 | t.addNgon(circle); 49 | 50 | //-------------------------------ADD RIBBON 51 | List circleRibbon = new List(); 52 | circle.Add(Vector3.forward); 53 | for (int i = circle.Count - 1; i >= 0; i--) 54 | { 55 | circleRibbon.Add(circle[i]); 56 | circleRibbon.Add(circle[i] + (Vector3.down * .5f)); 57 | } 58 | t.addRibbon(circleRibbon); 59 | 60 | Vector3 topVec = Vector3.forward * 4; 61 | Vector3 bottomVec = Vector3.forward * 3; 62 | List rectangleRibbon = new List(); 63 | rectangleRibbon.Add(topVec); 64 | rectangleRibbon.Add(bottomVec); 65 | rectangleRibbon.Add(topVec + Vector3.right); 66 | rectangleRibbon.Add(bottomVec + Vector3.right); 67 | rectangleRibbon.Add(topVec + Vector3.right * 2 + Vector3.up * .5f); 68 | rectangleRibbon.Add(bottomVec + Vector3.right * 2 + Vector3.up * .5f); 69 | rectangleRibbon.Add(topVec + Vector3.right * 3); 70 | rectangleRibbon.Add(bottomVec + Vector3.right * 3); 71 | 72 | rectangleRibbon.Add(topVec + Vector3.right * 4); 73 | rectangleRibbon.Add(bottomVec + Vector3.right * 4); 74 | 75 | rectangleRibbon.Add(topVec + Vector3.right * 4 + Vector3.up); 76 | rectangleRibbon.Add(bottomVec + Vector3.right * 4 + Vector3.up); 77 | 78 | t.addRibbon(rectangleRibbon); 79 | 80 | for (int i = 0; i < rectangleRibbon.Count; i++) 81 | { 82 | rectangleRibbon[i] += Vector3.forward * 2; 83 | } 84 | 85 | t.addRibbon(rectangleRibbon, 30); 86 | 87 | //-------------------------------ADOPT MESH 88 | t.adopt(testMesh); 89 | 90 | //-------------------------------CONSTRUCT MESH 91 | myFilter.mesh = t.constructMesh(); 92 | } 93 | } 94 | -------------------------------------------------------------------------------- /theoreticalMesh.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using System; 5 | 6 | /*This class makes mesh creation easier by adding an easily manipulated abstract mesh interface. 7 | * UV maps are automatically applied and scaled to correct proportions. 8 | * 9 | * Author: Andrew Quist 10 | * 11 | * 12 | * Usage: make a new theoreticalMesh object. Add polygons with the given functions. 13 | * When you're satisfied, use the constructMesh() function to generate the full mesh object 14 | * for use in Unity. Enjoy! 15 | */ 16 | 17 | public class theoreticalMesh { 18 | 19 | private List verts; 20 | private List tris; 21 | private List uvs; 22 | 23 | public theoreticalMesh() 24 | { 25 | verts = new List(); 26 | tris = new List(); 27 | uvs = new List(); 28 | } 29 | 30 | public theoreticalMesh(Mesh aMesh) 31 | { 32 | adopt(aMesh); 33 | } 34 | 35 | /* 36 | * addRaisedNgon() - takes a list of points, a magnitude, and direction. It's an N-gon with added thiccness. 37 | */ 38 | public void addRaisedNgon(List points, float height, Vector3 direction, bool fillBottom) 39 | { 40 | List raisedPoints = new List(); 41 | 42 | for (int i = 0; i < points.Count; i++) 43 | { 44 | raisedPoints.Add( points[i] + direction * height); 45 | } 46 | 47 | addNgon(raisedPoints); 48 | 49 | List ribbonPoints = new List(); 50 | 51 | for (int i = points.Count - 1; i >= 0; i--) 52 | { 53 | ribbonPoints.Add(raisedPoints[i]); 54 | ribbonPoints.Add(points[i]); 55 | } 56 | 57 | ribbonPoints.Add(raisedPoints[points.Count - 1]); 58 | ribbonPoints.Add(points[points.Count - 1]); 59 | 60 | addRibbon(ribbonPoints, 10); 61 | 62 | if (fillBottom) 63 | { 64 | List reversePoints = new List(); 65 | 66 | for(int i = points.Count - 1; i >= 0; i--) 67 | { 68 | reversePoints.Add(points[i]); 69 | } 70 | 71 | addNgon(reversePoints); 72 | } 73 | } 74 | 75 | /* 76 | * a ribbon is just a series of quads that are sowed together side by side. The list must put each segment side by side: 77 | * 1---3---5---7 78 | * example list and diagram: | | | | etc.... 79 | * 2---4---6---8 80 | */ 81 | public void addRibbon(List points) 82 | { 83 | addRibbon(points, float.PositiveInfinity); 84 | } 85 | /* 86 | * this Version of a ribbon only smooths angles that are lower than the smoothing angle. 87 | */ 88 | public void addRibbon(List points, float smoothingAngle) 89 | { 90 | int theSize = points.Count; 91 | int vertOffset = verts.Count - 1; 92 | 93 | if (theSize % 2 == 1) 94 | { 95 | theSize -= 1; 96 | 97 | if (theSize < 4) 98 | { 99 | Debug.Log("not enough ribbon points"); 100 | return; 101 | } 102 | } 103 | 104 | verts.Add(points[0]); 105 | verts.Add(points[1]); 106 | 107 | uvs.Add(new Vector2(0, 1)); 108 | uvs.Add(new Vector2(0, 0)); 109 | 110 | vertOffset += 2; 111 | 112 | float uvDistance = 0; 113 | float distanceScale = Vector3.Distance(points[0], points[1]); 114 | 115 | for (int i = 2; i < theSize - 1; i += 2) 116 | { 117 | float angleValue = 0; 118 | float angleValue2 = 0; 119 | 120 | try 121 | { 122 | angleValue = Mathf.Abs( Vector3.Angle(points[i - 4] - points[i - 2], points[i - 2] - points[i])); 123 | //Debug.Log("angle " + i + " = " + angleValue); 124 | angleValue2 = Mathf.Abs( Vector3.Angle(points[i - 3] - points[i - 1], points[i - 1] - points[i + 1])); 125 | //Debug.Log("angle " + (i + 1) + " = " + angleValue2); 126 | } 127 | catch (Exception e) 128 | { 129 | // 130 | } 131 | 132 | if (((angleValue + angleValue2) / 2) < smoothingAngle) 133 | { 134 | 135 | verts.Add(points[i]); 136 | verts.Add(points[i + 1]); 137 | 138 | uvDistance += Vector3.Distance(points[i], points[i - 2]) / distanceScale; 139 | 140 | uvs.Add(new Vector2(uvDistance, 1)); 141 | uvs.Add(new Vector2(uvDistance, 0)); 142 | 143 | vertOffset += 2; 144 | 145 | tris.Add(vertOffset - 3); 146 | tris.Add(vertOffset - 1); 147 | tris.Add(vertOffset); 148 | 149 | tris.Add(vertOffset); 150 | tris.Add(vertOffset - 2); 151 | tris.Add(vertOffset - 3); 152 | } 153 | else 154 | { 155 | verts.Add(points[i - 2]); 156 | verts.Add(points[i - 1]); 157 | verts.Add(points[i]); 158 | verts.Add(points[i + 1]); 159 | 160 | uvs.Add(new Vector2(uvDistance, 1)); 161 | uvs.Add(new Vector2(uvDistance, 0)); 162 | 163 | uvDistance += Vector3.Distance(points[i], points[i - 2]) / distanceScale; 164 | 165 | uvs.Add(new Vector2(uvDistance, 1)); 166 | uvs.Add(new Vector2(uvDistance, 0)); 167 | 168 | vertOffset += 4; 169 | 170 | tris.Add(vertOffset - 3); 171 | tris.Add(vertOffset - 1); 172 | tris.Add(vertOffset); 173 | 174 | tris.Add(vertOffset); 175 | tris.Add(vertOffset - 2); 176 | tris.Add(vertOffset - 3); 177 | } 178 | } 179 | } 180 | 181 | 182 | /* 183 | * takes a list of points + middlepoint and makes a triangle fan with the midpoint in the center 184 | */ 185 | public void addNgon(Vector3 center, List points) 186 | { 187 | int theSize = points.Count; 188 | int oldSize = verts.Count; 189 | 190 | float averageDist = 0; 191 | foreach (Vector3 p in points ) 192 | { 193 | averageDist += Vector3.Distance(p, center); 194 | } 195 | averageDist /= points.Count; 196 | 197 | //to find the angle from A to C with pivot B: Vector3.Angle(b - a, b - c); 198 | float accumAngle = 0; 199 | 200 | verts.Add(center); 201 | Vector2 centerUV = new Vector2(.5f, .5f); 202 | uvs.Add(centerUV); 203 | 204 | verts.Add(points[0]); 205 | uvs.Add(findNgonUVCoordinates(averageDist, Vector3.Distance(points[0], center), 0)); 206 | 207 | for (int i = 1; i < theSize; i++) 208 | { 209 | 210 | verts.Add(points[i]); 211 | 212 | accumAngle += Vector3.Angle(center - points[i - 1], center - points[i]); 213 | float relativeAngle = Vector3.Angle(center - points[0], center - points[i]); 214 | if(accumAngle > 180) 215 | { 216 | relativeAngle *= -1; 217 | } 218 | 219 | uvs.Add(findNgonUVCoordinates(averageDist, Vector3.Distance(points[i], center), relativeAngle)); 220 | 221 | tris.Add(oldSize); 222 | tris.Add(oldSize + i); 223 | tris.Add(oldSize + i + 1); 224 | 225 | } 226 | 227 | tris.Add(oldSize); 228 | tris.Add(oldSize + theSize); 229 | tris.Add(oldSize + 1); 230 | 231 | } 232 | 233 | private Vector2 findNgonUVCoordinates(float avgDist, float distFromCenter, float angleFromPoint1) 234 | { 235 | Vector2 centerUV = new Vector2(.5f, .5f); 236 | float UVdist = distFromCenter / avgDist; 237 | Vector2 startVec = (Vector2.left * .5f) * UVdist; 238 | 239 | Vector2 answer = centerUV + startVec.Rotate(angleFromPoint1); 240 | return answer; 241 | } 242 | 243 | //This version takes the average of the points and makes it the center 244 | public void addNgon(List points) 245 | { 246 | float x = 0f; 247 | float y = 0f; 248 | float z = 0f; 249 | foreach (Vector3 pos in points) 250 | { 251 | x += pos.x; 252 | y += pos.y; 253 | z += pos.z; 254 | } 255 | Vector3 center = new Vector3(x / points.Count, y / points.Count, z / points.Count); 256 | 257 | addNgon(center, points); 258 | } 259 | /* 260 | * makes a cube. First four points are clockwise on top, 2nd four points are clockwise on bottom. 261 | */ 262 | public void addCube(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, //top four 263 | Vector3 p5, Vector3 p6, Vector3 p7, Vector3 p8) //bottom four 264 | { 265 | addQuad(p1, p2, p3, p4); 266 | addQuad(p8, p7, p6, p5); 267 | addQuad(p2, p1, p5, p6); 268 | addQuad(p3, p2, p6, p7); 269 | addQuad(p4, p3, p7, p8); 270 | addQuad(p1, p4, p8, p5); 271 | 272 | } 273 | /* 274 | * takes 3 points and converts to a single triangle (clockwise faces up) 275 | */ 276 | public void addTriangle(Vector3 p1, Vector3 p2, Vector3 p3) 277 | { 278 | int oldSize = verts.Count; 279 | 280 | verts.Add(p1); 281 | verts.Add(p2); 282 | verts.Add(p3); 283 | 284 | uvs.Add(new Vector2(0, 1)); 285 | uvs.Add(new Vector2(1, 1)); 286 | uvs.Add(new Vector2(1, 0)); 287 | 288 | tris.Add(oldSize); 289 | tris.Add(oldSize + 1); 290 | tris.Add(oldSize + 2); 291 | } 292 | 293 | public void addTriangle(Vector3 p1, Vector3 p2, Vector3 p3, Vector2 u1, Vector2 u2, Vector2 u3) 294 | { 295 | int oldSize = verts.Count; 296 | 297 | verts.Add(p1); 298 | verts.Add(p2); 299 | verts.Add(p3); 300 | 301 | uvs.Add(u1); 302 | uvs.Add(u2); 303 | uvs.Add(u3); 304 | 305 | tris.Add(oldSize); 306 | tris.Add(oldSize + 1); 307 | tris.Add(oldSize + 2); 308 | } 309 | 310 | /* 311 | * takes 4 points and makes a 2-triangle quad (clockwise also faces up) 312 | */ 313 | public void addQuad(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) 314 | { 315 | int oldSize = verts.Count; 316 | 317 | verts.Add(p1); 318 | verts.Add(p2); 319 | verts.Add(p3); 320 | verts.Add(p4); 321 | 322 | uvs.Add(new Vector2(0, 1)); 323 | uvs.Add(new Vector2(1, 1)); 324 | 325 | float xScale = Vector3.Distance(p1, p2); 326 | float yScale1 = Vector3.Distance(p2, p3) - xScale; 327 | float yScale2 = Vector3.Distance(p1, p4) - xScale; 328 | 329 | uvs.Add(new Vector2(1, 0 - yScale1)); 330 | uvs.Add(new Vector2(0, 0 - yScale2)); 331 | 332 | tris.Add(oldSize); 333 | tris.Add(oldSize + 1); 334 | tris.Add(oldSize + 2); 335 | 336 | tris.Add(oldSize); 337 | tris.Add(oldSize + 2); 338 | tris.Add(oldSize + 3); 339 | } 340 | /* 341 | * constructMesh() takes all of the data you've dumped into it and turns it into a standard unity Mesh 342 | */ 343 | public Mesh constructMesh() 344 | { 345 | Mesh newMesh = new Mesh(); 346 | 347 | newMesh.vertices = verts.ToArray(); 348 | newMesh.triangles = tris.ToArray(); 349 | newMesh.uv = uvs.ToArray(); 350 | newMesh.RecalculateNormals(); 351 | newMesh.RecalculateBounds(); 352 | newMesh.RecalculateTangents(); 353 | 354 | return newMesh; 355 | } 356 | /* 357 | * adopt() takes data from the inputted mesh and copies it. 358 | */ 359 | public void adopt(Mesh aMesh) 360 | { 361 | int offset = verts.Count; 362 | //verts = new List(); 363 | //tris = new List(); 364 | 365 | for(int i = 0; i < aMesh.vertexCount; i ++) 366 | { 367 | verts.Add(aMesh.vertices[i]); 368 | 369 | try 370 | { 371 | uvs.Add(aMesh.uv[i]); 372 | }catch(Exception e) 373 | { 374 | uvs.Add(new Vector2(0, 0)); 375 | } 376 | } 377 | 378 | foreach (int i in aMesh.triangles) 379 | { 380 | tris.Add(i + offset); 381 | } 382 | 383 | } 384 | 385 | } 386 | 387 | public static class Vector2Extension 388 | { 389 | 390 | public static Vector2 Rotate(this Vector2 v, float degrees) 391 | { 392 | float sin = Mathf.Sin(degrees * Mathf.Deg2Rad); 393 | float cos = Mathf.Cos(degrees * Mathf.Deg2Rad); 394 | 395 | float tx = v.x; 396 | float ty = v.y; 397 | v.x = (cos * tx) - (sin * ty); 398 | v.y = (sin * tx) + (cos * ty); 399 | return v; 400 | } 401 | } 402 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | --------------------------------------------------------------------------------