├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── PresetManager.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset └── InputManager.asset ├── Assets ├── SVGMeshUnity │ ├── Runtime │ │ ├── SVGMeshUnity.Runtime.asmdef │ │ ├── Internals.meta │ │ ├── SVGMesh.cs.meta │ │ ├── Internals │ │ │ ├── Cdt2d.meta │ │ │ ├── Int2.cs.meta │ │ │ ├── Int3.cs.meta │ │ │ ├── Sort.cs.meta │ │ │ ├── Curve.cs.meta │ │ │ ├── MeshData.cs.meta │ │ │ ├── BezierToVertex.cs.meta │ │ │ ├── Cdt2d │ │ │ │ ├── Filter.cs.meta │ │ │ │ ├── Robust.cs.meta │ │ │ │ ├── BinarySearch.cs.meta │ │ │ │ ├── Triangles.cs.meta │ │ │ │ ├── Triangulation.cs.meta │ │ │ │ ├── DelaunayRefine.cs.meta │ │ │ │ ├── MonotoneTriangulation.cs.meta │ │ │ │ ├── Triangulation.cs │ │ │ │ ├── DelaunayRefine.cs │ │ │ │ ├── Triangles.cs │ │ │ │ ├── BinarySearch.cs │ │ │ │ ├── Filter.cs │ │ │ │ └── MonotoneTriangulation.cs │ │ │ ├── WorkBuffer.cs.meta │ │ │ ├── WorkBufferPool.cs.meta │ │ │ ├── Curve.cs │ │ │ ├── Int2.cs │ │ │ ├── Int3.cs │ │ │ ├── WorkBufferPool.cs │ │ │ ├── Sort.cs │ │ │ ├── MeshData.cs │ │ │ ├── WorkBuffer.cs │ │ │ └── BezierToVertex.cs │ │ ├── SVGMeshUnity.Runtime.asmdef.meta │ │ ├── SVGData.cs.meta │ │ └── SVGMesh.cs │ └── Runtime.meta ├── Samples │ ├── Scripts │ │ ├── Cut.cs.meta │ │ ├── Circle.cs.meta │ │ ├── Move.cs.meta │ │ ├── Simple.cs.meta │ │ ├── MetaballBehaviour.cs.meta │ │ ├── ScriptedCurves.cs.meta │ │ ├── Circle.cs │ │ ├── Simple.cs │ │ ├── ScriptedCurves.cs │ │ ├── MetaballBehaviour.cs │ │ ├── Move.cs │ │ └── Cut.cs │ ├── Scenes │ │ ├── Cut.unity.meta │ │ ├── Move.unity.meta │ │ ├── Circle.unity.meta │ │ ├── Metaball.unity.meta │ │ ├── Simple.unity.meta │ │ ├── ScriptedCurves.unity.meta │ │ ├── Circle.unity │ │ ├── Simple.unity │ │ └── ScriptedCurves.unity │ ├── Assets.meta │ ├── Scenes.meta │ ├── Scripts.meta │ └── Assets │ │ ├── Color 2.mat.meta │ │ ├── Color 3.mat.meta │ │ ├── Color.mat.meta │ │ ├── Color.mat │ │ ├── Color 2.mat │ │ └── Color 3.mat ├── SVGMeshUnity-Testing │ ├── Editor │ │ ├── Fixtures.cs.meta │ │ ├── SVGDataTests.cs.meta │ │ ├── Internals │ │ │ ├── Cdt2d │ │ │ │ ├── FilterTests.cs.meta │ │ │ │ ├── Fixtures.cs.meta │ │ │ │ ├── DelaunayRefineTests.cs.meta │ │ │ │ ├── MonotoneTriangulationTests.cs.meta │ │ │ │ ├── RobustTests.cs.meta │ │ │ │ ├── MonotoneTriangulationTests.cs │ │ │ │ ├── DelaunayRefineTests.cs │ │ │ │ ├── FilterTests.cs │ │ │ │ └── RobustTests.cs │ │ │ ├── BezierToVertexTests.cs.meta │ │ │ ├── Cdt2d.meta │ │ │ └── BezierToVertexTests.cs │ │ ├── Internals.meta │ │ ├── SVGMeshUnity-Testing.Editor.asmdef.meta │ │ ├── SVGMeshUnity-Testing.Editor.asmdef │ │ └── SVGDataTests.cs │ └── Editor.meta ├── Plugins.meta ├── SVGMeshUnity.meta ├── Plugins │ └── Editor.meta ├── Rendering Assets.meta ├── Samples.meta ├── SVGMeshUnity-Testing.meta └── Rendering Assets │ ├── Lightweight Render Pipeline.asset.meta │ ├── Post-Process Stripping Config.asset.meta │ ├── Post-Process Stripping Config.asset │ └── Lightweight Render Pipeline.asset ├── .gitignore ├── Packages └── manifest.json └── README.md /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.1.0b9 2 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/SVGMeshUnity.Runtime.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "SVGMeshUnity" 3 | } 4 | -------------------------------------------------------------------------------- /Assets/Samples/Scripts/Cut.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b84498ce3fe84d25938244fbf07b7494 3 | timeCreated: 1520214682 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5591c3a24384418190c7d9686b4f915b 3 | timeCreated: 1519625297 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/SVGMesh.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3646afd5fb564c6b914c04b46d4417c8 3 | timeCreated: 1519635751 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 532f777b59434eef9747b681c744be7e 3 | timeCreated: 1519699774 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Int2.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d8e3039a00c54f89a570bbde07b4932d 3 | timeCreated: 1519872919 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Int3.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 518c1f26691e43c3a27c0837c39e25f4 3 | timeCreated: 1519873038 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Sort.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c8b61e3455704b8780c63fbcd0724afd 3 | timeCreated: 1519879160 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Fixtures.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7e28830823784187ba366b3ca0e03d1a 3 | timeCreated: 1519739019 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/SVGDataTests.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9f2c3d69a8f84f93a8845392f7a77586 3 | timeCreated: 1519737613 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Curve.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6d1543b2c42a4cf6a556b45007e9a7d7 3 | timeCreated: 1519625420 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/MeshData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71c31466ffeb411f87eeb5849aaf19b2 3 | timeCreated: 1519696938 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/BezierToVertex.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d0446926ab40486abe8a0e4ab9380186 3 | timeCreated: 1519697284 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/Filter.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1384c72d4a744c9db5fbd24870a9c0e5 3 | timeCreated: 1519830352 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/Robust.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 76852b2115774598947fe907402ed9fd 3 | timeCreated: 1519703003 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/WorkBuffer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c9f5042ad1d1418ebe4901c4d1a76acf 3 | timeCreated: 1519696456 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/WorkBufferPool.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e9185cc3eef4289807b77668196dd7f 3 | timeCreated: 1519698762 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/BinarySearch.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ebc1111a29cd4d6c89f5458aa07da178 3 | timeCreated: 1519710584 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/Triangles.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0ae927e5d9354637b7361e1a99ac6aa9 3 | timeCreated: 1519790845 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/Triangulation.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 781d3a8656524a829b4205bab46ef8de 3 | timeCreated: 1519698011 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/Cdt2d/FilterTests.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: de2f8028a7b44c28b354c0095c2b769d 3 | timeCreated: 1519830612 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/Cdt2d/Fixtures.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8044f46957cd4d29b198131b069c5634 3 | timeCreated: 1519737279 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/DelaunayRefine.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: daf4535a11864f7e9737bf2657ad86e1 3 | timeCreated: 1519795855 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/BezierToVertexTests.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 75b27d2ee3774457a9947329de2f0983 3 | timeCreated: 1519739379 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/MonotoneTriangulation.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f3f866907d0c43a086ba61429b3d2b8a 3 | timeCreated: 1519699803 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/Cdt2d/DelaunayRefineTests.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2da56f293abe4469afa9ac3a2a6da579 3 | timeCreated: 1519796055 -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/Cdt2d/MonotoneTriangulationTests.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 11e4b874021e450aba4a60607c20f948 3 | timeCreated: 1519738092 -------------------------------------------------------------------------------- /ProjectSettings/ClusterInputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | .DS_Store 2 | 3 | /Library 4 | /Temp 5 | /Movies 6 | 7 | /Assets/Plugins/Editor/JetBrains* 8 | 9 | .idea 10 | *.sln 11 | *.csproj 12 | obj 13 | 14 | GeneratedShader.shader 15 | UberShader.shader 16 | -------------------------------------------------------------------------------- /Assets/Plugins.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca2d50efbca8f49e587683c68c568310 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 72ed3891d26754a9b970f82b29df8fa2 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/Scenes/Cut.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d86071ddf13f24391ae2ee6944d56a3a 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/Scenes/Move.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f085850555e714718a443257ddb693eb 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | NetworkManager: 5 | m_ObjectHideFlags: 0 6 | m_DebugLevel: 0 7 | m_Sendrate: 15 8 | m_AssetToPrefab: {} 9 | -------------------------------------------------------------------------------- /Assets/Plugins/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 73d4632ce6e46454081ad6984856fee4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Rendering Assets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4acd1d27689444de2a0df7a5c297b977 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4f704ae4b4f98ae41a0bce26658850c1 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/Assets.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e8e37e76b886b457dac97bbc891f30fc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e5b34f571e4134002a9b28c72cc16d5c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/Scenes/Circle.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 19aa2558bd51344ecb3c2827023d6b72 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/Scenes/Metaball.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4432038db77764231a447121c5c89763 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/Scenes/Simple.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 99c9720ab356a0642a771bea13969a05 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d391f615779684746aed7cad474b687d 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c957290a655ba4a1ea4cb6597a8d3293 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 94fbdbadf09ef49a29dd40de42e1631f 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/Scenes/ScriptedCurves.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d972eba989374d6aa9f7085a4b06c2a 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a1a938f7014540a099c1ca8c160b21c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 27d13dcbf225d42009e8381165b088aa 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/SVGMeshUnity.Runtime.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 13ced72b5c60b45cda3a649cd6d40f5b 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Samples/Assets/Color 2.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f4224fb006eda42378257492a49fecb9 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/Assets/Color 3.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8642200f3b6794d66b12b1845313a2a9 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Samples/Assets/Color.mat.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cb96685d2fe4044aea3b1370980913a6 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2100000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/Cdt2d.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e0d1a4421b8e242bab1b370176c22ec4 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/SVGMeshUnity-Testing.Editor.asmdef.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fb0df23c0b3714479b08eb3b7ce0daa9 3 | AssemblyDefinitionImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Rendering Assets/Lightweight Render Pipeline.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3450f356d0f9942e3b26f29a5aeea0d1 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Rendering Assets/Post-Process Stripping Config.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e62f417b9c684418da29800c82f945f1 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /ProjectSettings/TimeManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!5 &1 4 | TimeManager: 5 | m_ObjectHideFlags: 0 6 | Fixed Timestep: 0.0167 7 | Maximum Allowed Timestep: 0.1 8 | m_TimeScale: 1 9 | Maximum Particle Timestep: 0.03 10 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Curve.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace SVGMeshUnity.Internals 4 | { 5 | public struct Curve 6 | { 7 | public bool IsMove; 8 | public Vector2 Position; 9 | public Vector2 InControl; 10 | public Vector2 OutControl; 11 | } 12 | } -------------------------------------------------------------------------------- /Assets/Samples/Scripts/Circle.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a2e2ff5e6bbee4f7c8b06c855c0c8431 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Samples/Scripts/Move.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ee73e1f19ad0d455bb6879994b42733b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Samples/Scripts/Simple.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8365665d205cd4aa0ab4bac914001458 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/SVGData.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7927a8fbe7ef84ebc95a11f2b57680f5 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Samples/Scripts/MetaballBehaviour.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fe7ce92f7a0454b6f9b8e855e7e2a2d3 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Samples/Scripts/ScriptedCurves.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e367ad552ec3e49d6b721365f4fb2f1c 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/Scenes/SampleScene.unity 10 | guid: 99c9720ab356a0642a771bea13969a05 11 | m_configObjects: {} 12 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/Cdt2d/RobustTests.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2782adb8771494ca4849c1a73706a4fd 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/SVGMeshUnity-Testing.Editor.asmdef: -------------------------------------------------------------------------------- 1 | { 2 | "name": "SVGMeshUnity-Testing", 3 | "references": [ 4 | "SVGMeshUnity" 5 | ], 6 | "optionalUnityReferences": [ 7 | "TestAssemblies" 8 | ], 9 | "includePlatforms": [ 10 | "Editor" 11 | ], 12 | "excludePlatforms": [], 13 | "allowUnsafeCode": false 14 | } -------------------------------------------------------------------------------- /Packages/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | "com.unity.render-pipelines.lightweight": "1.0.1-beta", 4 | "com.unity.shadergraph": "1.0.0-beta", 5 | "com.unity.package-manager-ui": "1.8.1", 6 | "com.unity.ads": "exclude", 7 | "com.unity.analytics": "exclude", 8 | "com.unity.purchasing": "exclude", 9 | "com.unity.standardevents": "exclude" 10 | } 11 | } 12 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/SVGDataTests.cs: -------------------------------------------------------------------------------- 1 | using NUnit.Framework; 2 | 3 | namespace SVGMeshUnity 4 | { 5 | public class SVGDataTests 6 | { 7 | [Test] 8 | public void ParseSVGPath() 9 | { 10 | var svg = new SVGData(); 11 | svg.Path(Fixtures.TwitterBirdPathSource); 12 | Assert.AreEqual(Fixtures.TwitterBirdPathCurve, svg.Dump()); 13 | } 14 | } 15 | } -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 1024 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Int2.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace SVGMeshUnity.Internals 4 | { 5 | public struct Int2 : IComparable 6 | { 7 | public Int2(int x, int y) 8 | { 9 | this.x = x; 10 | this.y = y; 11 | } 12 | 13 | public int x; 14 | public int y; 15 | 16 | public int CompareTo(Int2 b) 17 | { 18 | var d = x - b.x; 19 | if (d != 0) return d; 20 | return y - b.y; 21 | } 22 | } 23 | } -------------------------------------------------------------------------------- /Assets/Rendering Assets/Post-Process Stripping Config.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: 2f29da58f3a63f649a512733d24af22c, type: 3} 12 | m_Name: PostProcessStrippingConfig 13 | m_EditorClassIdentifier: 14 | stripUnsupportedShaders: 1 15 | stripDebugShaders: 0 16 | stripComputeShaders: 0 17 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - PostProcessing 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Int3.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace SVGMeshUnity.Internals 4 | { 5 | public struct Int3 : IComparable 6 | { 7 | public Int3(int x, int y, int z) 8 | { 9 | this.x = x; 10 | this.y = y; 11 | this.z = z; 12 | } 13 | 14 | public int x; 15 | public int y; 16 | public int z; 17 | 18 | public int CompareTo(Int3 b) 19 | { 20 | var d = 0; 21 | 22 | d = x - b.x; 23 | if (d != 0) return d; 24 | 25 | d = y - b.y; 26 | if (d != 0) return d; 27 | 28 | return z - b.z; 29 | } 30 | } 31 | } -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_LineEndingsForNewScripts: 2 10 | m_DefaultBehaviorMode: 0 11 | m_SpritePackerMode: 0 12 | m_SpritePackerPaddingPower: 1 13 | m_EtcTextureCompressorBehavior: 1 14 | m_EtcTextureFastCompressor: 1 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 4 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1386491679 &1 4 | PresetManager: 5 | m_ObjectHideFlags: 0 6 | m_DefaultList: 7 | - type: 8 | m_NativeTypeID: 108 9 | m_ManagedTypePPtr: {fileID: 0} 10 | m_ManagedTypeFallback: 11 | defaultPresets: 12 | - m_Preset: {fileID: 2655988077585873504, guid: c1cf8506f04ef2c4a88b64b6c4202eea, 13 | type: 2} 14 | - type: 15 | m_NativeTypeID: 1020 16 | m_ManagedTypePPtr: {fileID: 0} 17 | m_ManagedTypeFallback: 18 | defaultPresets: 19 | - m_Preset: {fileID: 2655988077585873504, guid: 0cd792cc87e492d43b4e95b205fc5cc6, 20 | type: 2} 21 | - type: 22 | m_NativeTypeID: 1006 23 | m_ManagedTypePPtr: {fileID: 0} 24 | m_ManagedTypeFallback: 25 | defaultPresets: 26 | - m_Preset: {fileID: 2655988077585873504, guid: 7a99f8aa944efe94cb9bd74562b7d5f9, 27 | type: 2} 28 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/Cdt2d/MonotoneTriangulationTests.cs: -------------------------------------------------------------------------------- 1 | using NUnit.Framework; 2 | 3 | namespace SVGMeshUnity.Internals.Cdt2d 4 | { 5 | public class MonotoneTriangulationTests 6 | { 7 | private MonotoneTriangulation MonotoneTriangulation; 8 | 9 | [SetUp] 10 | public void SetUp() 11 | { 12 | MonotoneTriangulation = new MonotoneTriangulation(); 13 | MonotoneTriangulation.WorkBufferPool = new WorkBufferPool(); 14 | } 15 | 16 | [Test] 17 | public void BuildTriangles() 18 | { 19 | var mesh = new MeshData(); 20 | 21 | mesh.Vertices.AddRange(Fixtures.TwitterBirdVertices); 22 | mesh.Edges.AddRange(Fixtures.TwitterBirdEdges); 23 | 24 | MonotoneTriangulation.BuildTriangles(mesh); 25 | 26 | Assert.AreEqual(Fixtures.TwitterBirdMonotoneTriangles, mesh.Triangles); 27 | } 28 | } 29 | } -------------------------------------------------------------------------------- /Assets/Rendering Assets/Lightweight Render Pipeline.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: bf2edee5c58d82540a51f03df9d42094, type: 3} 12 | m_Name: Lightweight Render Pipeline 13 | m_EditorClassIdentifier: 14 | kAssetVersion: 2 15 | m_MaxPixelLights: 4 16 | m_SupportsVertexLight: 0 17 | m_RequireDepthTexture: 0 18 | m_RequireSoftParticles: 0 19 | m_SupportsHDR: 0 20 | m_MSAA: 4 21 | m_RenderScale: 1 22 | m_ShadowType: 1 23 | m_ShadowAtlasResolution: 2048 24 | m_ShadowNearPlaneOffset: 2 25 | m_ShadowDistance: 50 26 | m_ShadowCascades: 2 27 | m_Cascade2Split: 0.25 28 | m_Cascade4Split: {x: 0.067, y: 0.2, z: 0.467} 29 | m_ResourcesAsset: {fileID: 11400000, guid: aac5a08c32552a14c89394b703f1978a, type: 2} 30 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 1 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/BezierToVertexTests.cs: -------------------------------------------------------------------------------- 1 | using NUnit.Framework; 2 | using UnityEngine.TestTools.Utils; 3 | 4 | namespace SVGMeshUnity.Internals 5 | { 6 | public class BezierToVertexTests 7 | { 8 | private BezierToVertex BezierToVertex; 9 | 10 | [SetUp] 11 | public void SetUp() 12 | { 13 | BezierToVertex = new BezierToVertex(); 14 | BezierToVertex.WorkBufferPool = new WorkBufferPool(); 15 | } 16 | 17 | [Test] 18 | public void GetContours() 19 | { 20 | var svg = new SVGData(); 21 | svg.Path(Fixtures.TwitterBirdPathCurve); 22 | 23 | var mesh = new MeshData(); 24 | 25 | BezierToVertex.Scale = 10f; 26 | BezierToVertex.GetContours(svg, mesh); 27 | 28 | Assert.That(mesh.Vertices, Is.EqualTo(Fixtures.TwitterBirdPathCurveVertices).Using(Vector3EqualityComparer.Instance)); 29 | Assert.That(mesh.Edges, Is.EqualTo(Fixtures.TwitterBirdPathCurveEdges)); 30 | } 31 | } 32 | } -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/Cdt2d/DelaunayRefineTests.cs: -------------------------------------------------------------------------------- 1 | using NUnit.Framework; 2 | 3 | namespace SVGMeshUnity.Internals.Cdt2d 4 | { 5 | public class DelaunayRefineTests 6 | { 7 | private DelaunayRefine DelaunayRefine; 8 | 9 | [SetUp] 10 | public void SetUp() 11 | { 12 | DelaunayRefine = new DelaunayRefine(); 13 | DelaunayRefine.WorkBufferPool = new WorkBufferPool(); 14 | } 15 | 16 | [Test] 17 | public void RefineTriangles() 18 | { 19 | var mesh = new MeshData(); 20 | 21 | mesh.Vertices.AddRange(Fixtures.TwitterBirdVertices); 22 | mesh.Edges.AddRange(Fixtures.TwitterBirdEdges); 23 | mesh.Triangles.AddRange(Fixtures.TwitterBirdMonotoneTriangles); 24 | 25 | var triangles = new Triangles(mesh); 26 | 27 | DelaunayRefine.RefineTriangles(triangles); 28 | 29 | triangles.Fill(mesh.Triangles); 30 | 31 | Assert.AreEqual(Fixtures.TwitterBirdDelaunayRefinedTriangles, mesh.Triangles); 32 | } 33 | } 34 | } -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 1 23 | m_ClothInterCollisionSettingsToggle: 0 24 | m_ContactPairsMode: 0 25 | m_BroadphaseType: 0 26 | m_WorldBounds: 27 | m_Center: {x: 0, y: 0, z: 0} 28 | m_Extent: {x: 250, y: 250, z: 250} 29 | m_WorldSubdivisions: 8 30 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/WorkBufferPool.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | 4 | namespace SVGMeshUnity.Internals 5 | { 6 | public class WorkBufferPool 7 | { 8 | private readonly Dictionary> Pool = new Dictionary>(); 9 | 10 | public WorkBuffer Get() 11 | { 12 | Stack list; 13 | WorkBuffer buf = null; 14 | 15 | if (Pool.TryGetValue(typeof(T), out list)) 16 | { 17 | if (list.Count > 0) 18 | { 19 | buf = (WorkBuffer)list.Pop(); 20 | } 21 | } 22 | 23 | return buf ?? new WorkBuffer(); 24 | } 25 | 26 | public void Get(ref WorkBuffer buf) 27 | { 28 | buf = Get(); 29 | } 30 | 31 | public void Release(ref WorkBuffer buf) 32 | { 33 | Stack list; 34 | 35 | buf.Clear(); 36 | 37 | if (!Pool.TryGetValue(typeof(T), out list)) 38 | { 39 | Pool[typeof(T)] = list = new Stack(); 40 | } 41 | 42 | list.Push(buf); 43 | buf = null; 44 | } 45 | } 46 | } -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Sort.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace SVGMeshUnity.Internals 4 | { 5 | public static class Sort where T : IComparable 6 | { 7 | public static void QuickSort(T[] elements, int left, int right) 8 | { 9 | var i = left; 10 | var j = right; 11 | var pivot = elements[(left + right) >> 1]; 12 | 13 | while (i <= j) 14 | { 15 | while (elements[i].CompareTo(pivot) < 0) 16 | { 17 | ++i; 18 | } 19 | 20 | while (elements[j].CompareTo(pivot) > 0) 21 | { 22 | --j; 23 | } 24 | 25 | if (i <= j) 26 | { 27 | // Swap 28 | var tmp = elements[i]; 29 | elements[i] = elements[j]; 30 | elements[j] = tmp; 31 | 32 | i++; 33 | j--; 34 | } 35 | } 36 | 37 | // Recursive calls 38 | if (left < j) 39 | { 40 | QuickSort(elements, left, j); 41 | } 42 | 43 | if (i < right) 44 | { 45 | QuickSort(elements, i, right); 46 | } 47 | } 48 | } 49 | } -------------------------------------------------------------------------------- /Assets/Samples/Scripts/Circle.cs: -------------------------------------------------------------------------------- 1 | using SVGMeshUnity; 2 | using UnityEngine; 3 | 4 | public class Circle : MonoBehaviour 5 | { 6 | [SerializeField] private SVGMesh Mesh; 7 | 8 | private SVGData SVG; 9 | 10 | void Start() 11 | { 12 | SVG = new SVGData(); 13 | } 14 | 15 | void Update() 16 | { 17 | SVG.Clear(); 18 | 19 | for (var i = 0; i < 4; ++i) 20 | { 21 | var angle0 = Mathf.PI * 0.5f * (i + 0); 22 | var angle1 = Mathf.PI * 0.5f * (i + 1); 23 | 24 | var r = 3f; 25 | var x0 = Mathf.Cos(angle0) * r; 26 | var y0 = Mathf.Sin(angle0) * r; 27 | var x1 = Mathf.Cos(angle1) * r; 28 | var y1 = Mathf.Sin(angle1) * r; 29 | 30 | var a = r * (4f / 3f) * Mathf.Tan((angle1 - angle0) / 4f); 31 | var inAngle = angle0 + Mathf.PI * 0.5f; 32 | var inX = x0 + Mathf.Cos(inAngle) * a; 33 | var inY = y0 + Mathf.Sin(inAngle) * a; 34 | var outAngle = angle1 - Mathf.PI * 0.5f; 35 | var outX = x1 + Mathf.Cos(outAngle) * a; 36 | var outY = y1 + Mathf.Sin(outAngle) * a; 37 | 38 | if (i == 0) 39 | { 40 | SVG.Move(x0, y0); 41 | } 42 | 43 | SVG.Curve(inX, inY, outX, outY, x1, y1); 44 | } 45 | 46 | Mesh.Fill(SVG); 47 | } 48 | } -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_AutoSimulation: 1 23 | m_QueriesHitTriggers: 1 24 | m_QueriesStartInColliders: 1 25 | m_ChangeStopsCallbacks: 0 26 | m_CallbacksOnDisable: 1 27 | m_AutoSyncTransforms: 1 28 | m_AlwaysShowColliders: 0 29 | m_ShowColliderSleep: 1 30 | m_ShowColliderContacts: 0 31 | m_ShowColliderAABB: 0 32 | m_ContactArrowScale: 0.2 33 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 34 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 35 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 36 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 37 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 38 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/Cdt2d/FilterTests.cs: -------------------------------------------------------------------------------- 1 | using NUnit.Framework; 2 | 3 | namespace SVGMeshUnity.Internals.Cdt2d 4 | { 5 | public class FilterTests 6 | { 7 | private MeshData Mesh; 8 | private Triangles Triangles; 9 | private Filter Filter; 10 | 11 | [SetUp] 12 | public void SetUp() 13 | { 14 | Mesh = new MeshData(); 15 | Mesh.Vertices.AddRange(Fixtures.TwitterBirdVertices); 16 | Mesh.Edges.AddRange(Fixtures.TwitterBirdEdges); 17 | Mesh.Triangles.AddRange(Fixtures.TwitterBirdMonotoneTriangles); 18 | 19 | Triangles = new Triangles(Mesh); 20 | 21 | var delaunay = new DelaunayRefine(); 22 | delaunay.WorkBufferPool = new WorkBufferPool(); 23 | delaunay.RefineTriangles(Triangles); 24 | 25 | Filter = new Filter(); 26 | Filter.WorkBufferPool = new WorkBufferPool(); 27 | } 28 | 29 | [Test] 30 | public void ExteriorFilter() 31 | { 32 | Filter.Target = -1; 33 | Filter.Do(Triangles, Mesh.Triangles); 34 | 35 | Assert.AreEqual(Fixtures.TwitterBirdExteriorFilteredTriangles, Mesh.Triangles); 36 | } 37 | 38 | [Test] 39 | public void InteriorFilter() 40 | { 41 | Filter.Target = 1; 42 | Filter.Do(Triangles, Mesh.Triangles); 43 | 44 | Assert.AreEqual(Fixtures.TwitterBirdInteriorFilteredTriangles, Mesh.Triangles); 45 | } 46 | } 47 | } -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | debug: 89 | m_Flags: 0 90 | m_SettingNames: 91 | - Humanoid 92 | -------------------------------------------------------------------------------- /Assets/Samples/Scripts/Simple.cs: -------------------------------------------------------------------------------- 1 | using SVGMeshUnity; 2 | using UnityEngine; 3 | 4 | public class Simple : MonoBehaviour 5 | { 6 | private static readonly string SVG_PATH = 7 | 8 | @"M17.316,6.246c0.008,0.162,0.011,0.326,0.011,0.488c0,4.99-3.797,10.742-10.74,10.742c-2.133,0-4.116-0.625-5.787-1.697 9 | c0.296,0.035,0.596,0.053,0.9,0.053c1.77,0,3.397-0.604,4.688-1.615c-1.651-0.031-3.046-1.121-3.526-2.621 10 | c0.23,0.043,0.467,0.066,0.71,0.066c0.345,0,0.679-0.045,0.995-0.131c-1.727-0.348-3.028-1.873-3.028-3.703c0-0.016,0-0.031,0-0.047 11 | c0.509,0.283,1.092,0.453,1.71,0.473c-1.013-0.678-1.68-1.832-1.68-3.143c0-0.691,0.186-1.34,0.512-1.898 12 | C3.942,5.498,6.725,7,9.862,7.158C9.798,6.881,9.765,6.594,9.765,6.297c0-2.084,1.689-3.773,3.774-3.773 13 | c1.086,0,2.067,0.457,2.756,1.191c0.859-0.17,1.667-0.484,2.397-0.916c-0.282,0.881-0.881,1.621-1.66,2.088 14 | c0.764-0.092,1.49-0.293,2.168-0.594C18.694,5.051,18.054,5.715,17.316,6.246z"; 15 | 16 | // @"M10,0.4c-5.302,0-9.6,4.298-9.6,9.6s4.298,9.6,9.6,9.6s9.6-4.298,9.6-9.6S15.302,0.4,10,0.4z M13.905,8.264 17 | // c0.004,0.082,0.005,0.164,0.005,0.244c0,2.5-1.901,5.381-5.379,5.381c-1.068,0-2.062-0.312-2.898-0.85 18 | // c0.147,0.018,0.298,0.025,0.451,0.025c0.886,0,1.701-0.301,2.348-0.809c-0.827-0.016-1.525-0.562-1.766-1.312 19 | // c0.115,0.021,0.233,0.033,0.355,0.033c0.172,0,0.34-0.023,0.498-0.066c-0.865-0.174-1.517-0.938-1.517-1.854V9.033 20 | // C6.257,9.174,6.549,9.26,6.859,9.27C6.351,8.93,6.018,8.352,6.018,7.695c0-0.346,0.093-0.672,0.256-0.951 21 | // c0.933,1.144,2.325,1.896,3.897,1.977c-0.033-0.139-0.049-0.283-0.049-0.432c0-1.043,0.846-1.891,1.891-1.891 22 | // c0.543,0,1.035,0.23,1.38,0.598c0.431-0.086,0.835-0.242,1.2-0.459c-0.141,0.441-0.44,0.812-0.831,1.047 23 | // c0.383-0.047,0.747-0.148,1.086-0.299C14.595,7.664,14.274,7.998,13.905,8.264z"; 24 | 25 | [SerializeField] private SVGMesh Mesh; 26 | 27 | private SVGData SVG; 28 | 29 | void Start() 30 | { 31 | SVG = new SVGData(); 32 | SVG.Path(SVG_PATH); 33 | // Debug.Log(SVG.Dump()); 34 | } 35 | 36 | void Update() 37 | { 38 | Mesh.Fill(SVG); 39 | } 40 | } -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/SVGMesh.cs: -------------------------------------------------------------------------------- 1 | using SVGMeshUnity.Internals; 2 | using SVGMeshUnity.Internals.Cdt2d; 3 | using UnityEngine; 4 | 5 | namespace SVGMeshUnity 6 | { 7 | public class SVGMesh : MonoBehaviour 8 | { 9 | // https://github.com/mattdesl/adaptive-bezier-curve 10 | 11 | public float Scale = 1f; 12 | 13 | public bool Delaunay = false; 14 | public bool Interior = true; 15 | public bool Exterior = false; 16 | public bool Infinity = false; 17 | 18 | private static WorkBufferPool WorkBufferPool = new WorkBufferPool(); 19 | 20 | private MeshData MeshData = new MeshData(); 21 | private Mesh Mesh; 22 | 23 | private BezierToVertex BezierToVertex; 24 | private Triangulation Triangulation; 25 | 26 | private void Awake() 27 | { 28 | BezierToVertex = new BezierToVertex(); 29 | BezierToVertex.WorkBufferPool = WorkBufferPool; 30 | 31 | Triangulation = new Triangulation(); 32 | Triangulation.WorkBufferPool = WorkBufferPool; 33 | } 34 | 35 | public void Fill(SVGData svg) 36 | { 37 | MeshData.Clear(); 38 | 39 | // convert curves into discrete points 40 | BezierToVertex.Scale = Scale; 41 | BezierToVertex.GetContours(svg, MeshData); 42 | 43 | // triangulate mesh 44 | Triangulation.Delaunay = Delaunay; 45 | Triangulation.Interior = Interior; 46 | Triangulation.Exterior = Exterior; 47 | Triangulation.Infinity = Infinity; 48 | Triangulation.BuildTriangles(MeshData); 49 | 50 | if (Mesh == null) 51 | { 52 | Mesh = new Mesh(); 53 | Mesh.MarkDynamic(); 54 | } 55 | 56 | MeshData.MakeUnityFriendly(); 57 | MeshData.Upload(Mesh); 58 | 59 | var filter = GetComponent(); 60 | if (filter != null) 61 | { 62 | filter.sharedMesh = Mesh; 63 | } 64 | } 65 | } 66 | } 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a: 1} 84 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/Triangulation.cs: -------------------------------------------------------------------------------- 1 | namespace SVGMeshUnity.Internals.Cdt2d 2 | { 3 | public class Triangulation 4 | { 5 | // https://github.com/mikolalysenko/cdt2d 6 | 7 | public bool Delaunay = true; 8 | public bool Interior = true; 9 | public bool Exterior = true; 10 | public bool Infinity = false; 11 | 12 | public WorkBufferPool WorkBufferPool; 13 | 14 | private MonotoneTriangulation MonotoneTriangulation = new MonotoneTriangulation(); 15 | private DelaunayRefine DelaunayRefine = new DelaunayRefine(); 16 | private Filter Filter = new Filter(); 17 | 18 | public void BuildTriangles(MeshData data) 19 | { 20 | //Handle trivial case 21 | if ((!Interior && !Exterior) || data.Vertices.Count == 0) 22 | { 23 | return; 24 | } 25 | 26 | //Construct initial triangulation 27 | MonotoneTriangulation.WorkBufferPool = WorkBufferPool; 28 | MonotoneTriangulation.BuildTriangles(data); 29 | 30 | //If delaunay refinement needed, then improve quality by edge flipping 31 | if (Delaunay || Interior != Exterior || Infinity) 32 | { 33 | //Index all of the cells to support fast neighborhood queries 34 | var triangles = new Triangles(data); 35 | 36 | //Run edge flipping 37 | if (Delaunay) 38 | { 39 | DelaunayRefine.WorkBufferPool = WorkBufferPool; 40 | DelaunayRefine.RefineTriangles(triangles); 41 | } 42 | 43 | Filter.WorkBufferPool = WorkBufferPool; 44 | Filter.Infinity = Infinity; 45 | 46 | //Filter points 47 | if (!Exterior) 48 | { 49 | Filter.Target = -1; 50 | Filter.Do(triangles, data.Triangles); 51 | return; 52 | } 53 | if (!Interior) 54 | { 55 | Filter.Target = 1; 56 | Filter.Do(triangles, data.Triangles); 57 | return; 58 | } 59 | if (Infinity) 60 | { 61 | Filter.Target = 0; 62 | Filter.Do(triangles, data.Triangles); 63 | return; 64 | } 65 | 66 | triangles.Fill(data.Triangles); 67 | 68 | } 69 | } 70 | 71 | } 72 | } -------------------------------------------------------------------------------- /Assets/Samples/Assets/Color 2.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: Color 2 10 | m_Shader: {fileID: 4800000, guid: 650dd9526735d5b46b79224bc6e94025, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _BumpMap: 22 | m_Texture: {fileID: 0} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | - _DetailAlbedoMap: 26 | m_Texture: {fileID: 0} 27 | m_Scale: 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-------------------------------------------------------------------------------- /Assets/Samples/Scripts/ScriptedCurves.cs: -------------------------------------------------------------------------------- 1 | using SVGMeshUnity; 2 | using UnityEngine; 3 | 4 | public class ScriptedCurves : MonoBehaviour 5 | { 6 | [SerializeField] private SVGMesh Mesh; 7 | 8 | private SVGData SVG; 9 | 10 | void Start() 11 | { 12 | SVG = new SVGData(); 13 | } 14 | 15 | /** 16 | void Update() 17 | { 18 | SVG.Clear(); 19 | 20 | var r = 3f; 21 | 22 | for (var i = 0; i < 4; ++i) 23 | { 24 | var t = Time.time * 2f; 25 | 26 | var i0 = i; 27 | var i1 = (i + 1) % 4; 28 | 29 | var a = Mathf.PI * 0.25f; // (t / (Mathf.PI * 2f)) * Mathf.PI; 30 | var angle0 = a + Mathf.PI * 0.5f * i0; 31 | var angle1 = a + Mathf.PI * 0.5f * i1; 32 | 33 | var x0 = Mathf.Cos(angle0) * r; 34 | var y0 = Mathf.Sin(angle0) * r; 35 | var x1 = Mathf.Cos(angle1) * r; 36 | var y1 = Mathf.Sin(angle1) * r; 37 | 38 | var cx = x0 + (x1 - x0) * 0.5f; 39 | var cy = y0 + (y1 - y0) * 0.5f; 40 | var ca = Mathf.Atan2(cy, cx); 41 | var cr = 0.75f + Mathf.Sin(t) * 1.5f; 42 | cx += Mathf.Cos(ca) * cr; 43 | cy += Mathf.Sin(ca) * cr; 44 | 45 | if (i == 0) 46 | { 47 | SVG.Move(x0, y0); 48 | } 49 | 50 | SVG.Curve(cx, cy, cx, cy, x1, y1); 51 | } 52 | 53 | Mesh.Fill(SVG); 54 | } 55 | /**/ 56 | 57 | /**/ 58 | void Update() 59 | { 60 | SVG.Clear(); 61 | 62 | var resolution = 5; 63 | var radius = 3f; 64 | 65 | SVG.Move(NoisedR(radius, 0), 0f); 66 | 67 | for (var i = 0; i < resolution; ++i) 68 | { 69 | var i0 = i; 70 | var i1 = (i + 1) % resolution; 71 | 72 | var angle0 = Mathf.PI * 2f * ((float) i0 / resolution); 73 | var angle1 = Mathf.PI * 2f * ((float) i1 / resolution); 74 | 75 | var r0 = NoisedR(radius, i0); 76 | var r1 = NoisedR(radius, i1); 77 | var x0 = Mathf.Cos(angle0) * r0; 78 | var y0 = Mathf.Sin(angle0) * r0; 79 | var x1 = Mathf.Cos(angle1) * r1; 80 | var y1 = Mathf.Sin(angle1) * r1; 81 | 82 | var cx = x0 + (x1 - x0) * 0.5f; 83 | var cy = y0 + (y1 - y0) * 0.5f; 84 | var ca = Mathf.Atan2(cy, cx); 85 | var cr = 0.3f + (Mathf.PerlinNoise(Time.time, i * -100f) - 0.5f) * 1.15f; 86 | cx += Mathf.Cos(ca) * cr; 87 | cy += Mathf.Sin(ca) * cr; 88 | 89 | SVG.Curve(cx, cy, cx, cy, x1, y1); 90 | } 91 | 92 | Mesh.Fill(SVG); 93 | } 94 | 95 | private float NoisedR(float r, float randomize) 96 | { 97 | return r + (Mathf.PerlinNoise(Time.time, randomize * 10f) - 0.5f) * 0.5f; 98 | } 99 | /**/ 100 | } -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/MeshData.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | 6 | namespace SVGMeshUnity.Internals 7 | { 8 | public class MeshData 9 | { 10 | public MeshData() 11 | { 12 | Vertices = new List(); 13 | Edges = new List(); 14 | Triangles = new List(); 15 | VertexIndices = new Hashtable(); 16 | } 17 | 18 | public List Vertices { get; private set; } 19 | public List Edges { get; private set; } 20 | public List Triangles { get; private set; } 21 | 22 | private Hashtable VertexIndices; 23 | 24 | public void Clear() 25 | { 26 | Vertices.Clear(); 27 | Edges.Clear(); 28 | Triangles.Clear(); 29 | VertexIndices.Clear(); 30 | } 31 | 32 | public void AddVertices(WorkBuffer buffer) 33 | { 34 | var firstEdgeIdx = -1; 35 | var prevEdgeidx = -1; 36 | 37 | var vertices = Vertices; 38 | var edges = Edges; 39 | var indicies = VertexIndices; 40 | 41 | var size = buffer.UsedSize; 42 | var data = buffer.Data; 43 | 44 | for (var i = 0; i < size; ++i) 45 | { 46 | var v = data[i]; 47 | var idx = -1; 48 | 49 | var index = indicies[v]; 50 | if (index != null) 51 | { 52 | idx = (int) index; 53 | } 54 | 55 | if (idx == -1) 56 | { 57 | vertices.Add(v); 58 | idx = vertices.Count - 1; 59 | indicies[v] = idx; 60 | } 61 | 62 | if (idx == prevEdgeidx) 63 | { 64 | continue; 65 | } 66 | 67 | if (i == 0) 68 | { 69 | firstEdgeIdx = idx; 70 | } 71 | else 72 | { 73 | edges.Add(new Int2(prevEdgeidx, idx)); 74 | } 75 | 76 | prevEdgeidx = idx; 77 | } 78 | 79 | if (prevEdgeidx != firstEdgeIdx) 80 | { 81 | edges.Add(new Int2(prevEdgeidx, firstEdgeIdx)); 82 | } 83 | } 84 | 85 | public void MakeUnityFriendly() 86 | { 87 | { 88 | var vertices = Vertices; 89 | var l = vertices.Count; 90 | for (var i = 0; i < l; ++i) 91 | { 92 | var v = vertices[i]; 93 | v.y *= -1f; 94 | vertices[i] = v; 95 | } 96 | } 97 | { 98 | var triangles = Triangles; 99 | var l = triangles.Count; 100 | for (var i = 0; i < l; i += 3) 101 | { 102 | var a = triangles[i + 0]; 103 | var b = triangles[i + 1]; 104 | var c = triangles[i + 2]; 105 | triangles[i + 0] = b; 106 | triangles[i + 1] = c; 107 | triangles[i + 2] = a; 108 | } 109 | } 110 | } 111 | 112 | public void Upload(Mesh m) 113 | { 114 | m.Clear(); 115 | m.SetVertices(Vertices); 116 | m.SetTriangles(Triangles, 0); 117 | m.RecalculateBounds(); 118 | m.RecalculateNormals(); 119 | } 120 | 121 | public void DumpTriangles() 122 | { 123 | Debug.Log(Triangles.Aggregate("", (_, i) => _ + i.ToString() + "\n")); 124 | } 125 | } 126 | } -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/WorkBuffer.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Linq; 3 | using UnityEngine; 4 | 5 | namespace SVGMeshUnity.Internals 6 | { 7 | public class WorkBuffer 8 | { 9 | public WorkBuffer(int size = 32) 10 | { 11 | GrowSize = size; 12 | PrivateData = new T[size]; 13 | } 14 | 15 | public T[] Data 16 | { 17 | get { return PrivateData; } 18 | } 19 | public int UsedSize 20 | { 21 | get { return PrivateUsedSize; } 22 | } 23 | 24 | public Func NewForClass; 25 | 26 | private int GrowSize; 27 | private T[] PrivateData; 28 | private int PrivateUsedSize; 29 | 30 | private void Grow(int size) 31 | { 32 | var newPrivateData = new T[size]; 33 | PrivateData.CopyTo(newPrivateData, 0); 34 | PrivateData = newPrivateData; 35 | } 36 | 37 | private void GrowIfNeeded() 38 | { 39 | if (PrivateData.Length == PrivateUsedSize) 40 | { 41 | Grow(PrivateData.Length + GrowSize); 42 | } 43 | } 44 | 45 | public void Extend(int size) 46 | { 47 | if (PrivateData.Length < size) 48 | { 49 | Grow(size); 50 | } 51 | } 52 | 53 | public void Fill(ref T val, int n) 54 | { 55 | if (PrivateData.Length < n) 56 | { 57 | Grow(n); 58 | } 59 | 60 | for (var i = 0; i < n; ++i) 61 | { 62 | PrivateData[i] = val; 63 | } 64 | 65 | PrivateUsedSize = n; 66 | } 67 | 68 | public void Push(ref T val) 69 | { 70 | GrowIfNeeded(); 71 | PrivateData[PrivateUsedSize] = val; 72 | ++PrivateUsedSize; 73 | } 74 | 75 | public T Push() 76 | { 77 | GrowIfNeeded(); 78 | 79 | var val = PrivateData[PrivateUsedSize]; 80 | 81 | if (val == null) 82 | { 83 | val = NewForClass(); 84 | PrivateData[PrivateUsedSize] = val; 85 | } 86 | 87 | ++PrivateUsedSize; 88 | 89 | return val; 90 | } 91 | 92 | public T Pop() 93 | { 94 | var val = PrivateData[PrivateUsedSize - 1]; 95 | --PrivateUsedSize; 96 | return val; 97 | } 98 | 99 | public T Insert(int index) 100 | { 101 | if (index == PrivateUsedSize) 102 | { 103 | return Push(); 104 | } 105 | 106 | GrowIfNeeded(); 107 | 108 | var val = PrivateData[PrivateUsedSize]; 109 | 110 | for (var i = PrivateUsedSize - 1; i >= index; --i) 111 | { 112 | PrivateData[i + 1] = PrivateData[i]; 113 | } 114 | 115 | if (val == null) 116 | { 117 | val = NewForClass(); 118 | } 119 | 120 | PrivateData[index] = val; 121 | 122 | ++PrivateUsedSize; 123 | 124 | return val; 125 | } 126 | 127 | public void RemoveAt(int index) 128 | { 129 | var old = PrivateData[index]; 130 | 131 | for (var i = index; i < PrivateUsedSize - 1; ++i) 132 | { 133 | PrivateData[i] = PrivateData[i + 1]; 134 | } 135 | 136 | PrivateData[PrivateUsedSize - 1] = old; 137 | 138 | --PrivateUsedSize; 139 | } 140 | 141 | public static void Sort(WorkBuffer buf) where G : IComparable 142 | { 143 | Internals.Sort.QuickSort(buf.PrivateData, 0, buf.PrivateUsedSize - 1); 144 | } 145 | 146 | public void RemoveLast(int n) 147 | { 148 | PrivateUsedSize -= n; 149 | } 150 | 151 | public void Clear() 152 | { 153 | PrivateUsedSize = 0; 154 | } 155 | 156 | public void Dump() 157 | { 158 | Debug.Log(PrivateData.Take(PrivateUsedSize).Aggregate("", (_, s) => _ + s.ToString() + "\n")); 159 | } 160 | 161 | public void DumpHash() 162 | { 163 | Debug.LogFormat("{0}{1}", PrivateUsedSize, PrivateData.Select(_ => string.Format("{0:x}",_ != null ? _.GetHashCode() : 0)).Aggregate("", (_, s) => _ + ", " + s)); 164 | } 165 | } 166 | } -------------------------------------------------------------------------------- /Assets/Samples/Scripts/MetaballBehaviour.cs: -------------------------------------------------------------------------------- 1 | using SVGMeshUnity; 2 | using UnityEngine; 3 | 4 | public class MetaballBehaviour : MonoBehaviour 5 | { 6 | [SerializeField] private SVGMesh Circle1Mesh; 7 | [SerializeField] private SVGMesh Circle2Mesh; 8 | [SerializeField] private SVGMesh MetaballMesh; 9 | 10 | private SVGData Circle1SVG; 11 | private SVGData Circle2SVG; 12 | private SVGData MetaballSVG; 13 | 14 | void Start() 15 | { 16 | Circle1SVG = new SVGData(); 17 | Circle2SVG = new SVGData(); 18 | MetaballSVG = new SVGData(); 19 | } 20 | 21 | void Update() 22 | { 23 | Circle1SVG.Clear(); 24 | Circle2SVG.Clear(); 25 | MetaballSVG.Clear(); 26 | 27 | var c1 = (Vector2) Circle1Mesh.transform.localPosition; 28 | var c2 = (Vector2) Circle2Mesh.transform.localPosition; 29 | 30 | var c1R = 1f; 31 | var c2R = 1.2f; 32 | 33 | var v = Mathf.Max(0.5f, 1.3f - Mathf.Clamp01((c2 - c1).magnitude / 8f)); 34 | 35 | Circle(Circle1SVG, Vector2.zero, c1R); 36 | Circle(Circle2SVG, Vector2.zero, c2R); 37 | Metaball(MetaballSVG, c1, c1R, c2, c2R, v); 38 | 39 | Circle1Mesh.Fill(Circle1SVG); 40 | Circle2Mesh.Fill(Circle2SVG); 41 | MetaballMesh.Fill(MetaballSVG); 42 | } 43 | 44 | private void Circle(SVGData svg, Vector2 c, float r) 45 | { 46 | for (var i = 0; i < 4; ++i) 47 | { 48 | var angle0 = Mathf.PI * 0.5f * (i + 0); 49 | var angle1 = Mathf.PI * 0.5f * (i + 1); 50 | 51 | var x0 = c.x + Mathf.Cos(angle0) * r; 52 | var y0 = c.y - Mathf.Sin(angle0) * r; 53 | var x1 = c.x + Mathf.Cos(angle1) * r; 54 | var y1 = c.y - Mathf.Sin(angle1) * r; 55 | 56 | var a = r * (4f / 3f) * Mathf.Tan((angle1 - angle0) / 4f); 57 | var inAngle = angle0 + Mathf.PI * 0.5f; 58 | var inX = x0 + Mathf.Cos(inAngle) * a; 59 | var inY = y0 - Mathf.Sin(inAngle) * a; 60 | var outAngle = angle1 - Mathf.PI * 0.5f; 61 | var outX = x1 + Mathf.Cos(outAngle) * a; 62 | var outY = y1 - Mathf.Sin(outAngle) * a; 63 | 64 | if (i == 0) 65 | { 66 | svg.Move(x0, y0); 67 | } 68 | 69 | svg.Curve(inX, inY, outX, outY, x1, y1); 70 | } 71 | } 72 | 73 | // http://shspage.com/aijs/ 74 | 75 | private void Metaball(SVGData svg, Vector2 c1, float r1, Vector2 c2, float r2, float v) 76 | { 77 | if (r1 == 0f || r2 == 0f) 78 | { 79 | return; 80 | } 81 | 82 | var pi2 = Mathf.PI / 2f; 83 | 84 | var d = (c2 - c1).magnitude; 85 | 86 | var u1 = 0f; 87 | var u2 = 0f; 88 | if (d <= Mathf.Abs(r1 - r2)) 89 | { 90 | return; 91 | } 92 | else if (d < r1 + r2) 93 | { 94 | // case circles are overlapping 95 | u1 = Mathf.Acos((r1 * r1 + d * d - r2 * r2) / (2 * r1 * d)); 96 | u2 = Mathf.Acos((r2 * r2 + d * d - r1 * r1) / (2 * r2 * d)); 97 | } 98 | 99 | var t1 = Mathf.Atan2(c2.y - c1.y, c2.x - c1.x); 100 | var t2 = Mathf.Acos((r1 - r2) / d); 101 | 102 | var t1a = t1 + u1 + (t2 - u1) * v; 103 | var t1b = t1 - u1 - (t2 - u1) * v; 104 | var t2a = t1 + Mathf.PI - u2 - (Mathf.PI - u2 - t2) * v; 105 | var t2b = t1 - Mathf.PI + u2 + (Mathf.PI - u2 - t2) * v; 106 | 107 | var p1a = PointOnCircle(c1, t1a, r1); 108 | var p1b = PointOnCircle(c1, t1b, r1); 109 | var p2a = PointOnCircle(c2, t2a, r2); 110 | var p2b = PointOnCircle(c2, t2b, r2); 111 | 112 | // define handle length by the distance between both ends of the curve to draw 113 | var handle_len_rate = 2; 114 | var d2 = Mathf.Min(v * handle_len_rate, (p2a - p1a).magnitude / (r1 + r2)); 115 | d2 *= Mathf.Min(1, d * 2 / (r1 + r2)); // case circles are overlapping 116 | r1 *= d2; 117 | r2 *= d2; 118 | 119 | svg.Move(p1a); 120 | svg.Curve(PointOnCircle(p1a, t1a - pi2, r1), PointOnCircle(p2a, t2a + pi2, r2), p2a); 121 | svg.Line(p2b); 122 | svg.Curve(PointOnCircle(p2b, t2b - pi2, r2), PointOnCircle(p1b, t1b + pi2, r1), p1b); 123 | svg.Line(p1a); 124 | } 125 | 126 | private Vector2 PointOnCircle(Vector2 c, float angle, float r) 127 | { 128 | return c + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * r; 129 | } 130 | } -------------------------------------------------------------------------------- /Assets/SVGMeshUnity-Testing/Editor/Internals/Cdt2d/RobustTests.cs: -------------------------------------------------------------------------------- 1 | using NUnit.Framework; 2 | using UnityEngine; 3 | 4 | namespace SVGMeshUnity.Internals.Cdt2d 5 | { 6 | public class RobustTests 7 | { 8 | [Test] 9 | public void Orientation() 10 | { 11 | Assert.IsTrue(Robust.Orientation( 12 | new Vector2(0.1f, 0.1f), 13 | new Vector2(0.1f, 0.1f), 14 | new Vector2(0.3f, 0.7f) 15 | ) == 0f); 16 | 17 | Assert.IsTrue(Robust.Orientation( 18 | new Vector2(0f, 0f), 19 | new Vector2(-1e-32f, 0f), 20 | new Vector2(0f, 1f) 21 | ) > 0f); 22 | 23 | Assert.IsTrue(Robust.Orientation( 24 | new Vector2(0f, 0f), 25 | new Vector2(1e-32f, 1e-32f), 26 | new Vector2(1f, 1f) 27 | ) == 0f); 28 | 29 | Assert.IsTrue(Robust.Orientation( 30 | new Vector2(0f, 0f), 31 | new Vector2(1e-32f, 0f), 32 | new Vector2(0f, 1f) 33 | ) < 0f); 34 | 35 | var x = 1e-32f; 36 | for (var i = 0; i < 32; ++i) 37 | { 38 | Assert.IsTrue(Robust.Orientation( 39 | new Vector2(-x, 0f), 40 | new Vector2(0f, 1f), 41 | new Vector2(x, 0f) 42 | ) > 0f); 43 | Assert.IsTrue(Robust.Orientation( 44 | new Vector2(-x, 0f), 45 | new Vector2(0f, 0f), 46 | new Vector2(x, 0f) 47 | ) == 0f); 48 | Assert.IsTrue(Robust.Orientation( 49 | new Vector2(-x, 0f), 50 | new Vector2(0f, -1f), 51 | new Vector2(x, 0f) 52 | ) < 0f, "x=" + x); 53 | Assert.IsTrue(Robust.Orientation( 54 | new Vector2(0f, 1f), 55 | new Vector2(0f, 0f), 56 | new Vector2(x, x) 57 | ) < 0f, "x=" + x); 58 | x *= 10f; 59 | } 60 | } 61 | 62 | [Test] 63 | public void InSphere() 64 | { 65 | Assert.IsTrue(Robust.InSphere( 66 | new Vector2(0f, -1f), 67 | new Vector2(1f, 0f), 68 | new Vector2(0f, 1f), 69 | new Vector2(-0.5f, 0f)) > 0f); 70 | 71 | Assert.IsTrue(Robust.InSphere( 72 | new Vector2(0f, -1f), 73 | new Vector2(1f, 0f), 74 | new Vector2(0f, 1f), 75 | new Vector2(-1f, 0f)) == 0f); 76 | 77 | Assert.IsTrue(Robust.InSphere( 78 | new Vector2(0f, -1f), 79 | new Vector2(1f, 0f), 80 | new Vector2(0f, 1f), 81 | new Vector2(-1.5f, 0f)) < 0f); 82 | 83 | var x = 1e-4f; 84 | for(var i = 0; i < 8; ++i) 85 | { 86 | Assert.IsTrue(Robust.InSphere( 87 | new Vector2(0f, x), 88 | new Vector2(-x, -x), 89 | new Vector2(x, -x), 90 | new Vector2(0f, 0f)) > 0f, "sphere test:" + x); 91 | Assert.IsTrue(Robust.InSphere( 92 | new Vector2(0f, x), 93 | new Vector2(-x, -x), 94 | new Vector2(x, -x), 95 | new Vector2(0f, 2f * x)) < 0f, "sphere test:" + x); 96 | Assert.IsTrue(Robust.InSphere( 97 | new Vector2(0f, x), 98 | new Vector2(-x, -x), 99 | new Vector2(x, -x), 100 | new Vector2(0f, x)) == 0f, "sphere test:" + x); 101 | x *= 10f; 102 | } 103 | 104 | } 105 | } 106 | } -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/DelaunayRefine.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Linq; 3 | using UnityEngine; 4 | 5 | namespace SVGMeshUnity.Internals.Cdt2d 6 | { 7 | public class DelaunayRefine 8 | { 9 | public WorkBufferPool WorkBufferPool; 10 | 11 | //Assume edges are sorted lexicographically 12 | public void RefineTriangles(Triangles triangles) 13 | { 14 | var stack = WorkBufferPool.Get(); 15 | 16 | var points = triangles.Vertices; 17 | var numPoints = points.Count; 18 | var stars = triangles.Stars; 19 | for (var a = 0; a < numPoints; ++a) 20 | { 21 | var star = stars[a]; 22 | var starData = star.Data; 23 | var sl = star.UsedSize; 24 | for (var j = 0; j < sl; ++j) 25 | { 26 | var s = starData[j]; 27 | var b = s.y; 28 | 29 | //If order is not consistent, then skip edge 30 | if (b < a) 31 | { 32 | continue; 33 | } 34 | 35 | //Check if edge is constrained 36 | if (triangles.IsConstraint(a, b)) 37 | { 38 | continue; 39 | } 40 | 41 | //Find opposite edge 42 | var x = s.x; 43 | var y = -1; 44 | for (var k = 0; k < sl; ++k) 45 | { 46 | if (starData[k].x == b) 47 | { 48 | y = starData[k].y; 49 | break; 50 | } 51 | } 52 | 53 | //If this is a boundary edge, don't flip it 54 | if (y < 0) 55 | { 56 | continue; 57 | } 58 | 59 | //If edge is in circle, flip it 60 | if (Robust.InSphere(points[a], points[b], points[x], points[y]) < 0f) 61 | { 62 | var v = new Int2(a, b); 63 | stack.Push(ref v); 64 | } 65 | } 66 | } 67 | 68 | while (stack.UsedSize > 0) 69 | { 70 | var v = stack.Pop(); 71 | var a = v.x; 72 | var b = v.y; 73 | 74 | //Find opposite pairs 75 | var x = -1; 76 | var y = -1; 77 | var star = stars[a]; 78 | var starData = star.Data; 79 | var sl = star.UsedSize; 80 | for (var i = 0; i < sl; ++i) 81 | { 82 | var s = starData[i].x; 83 | var t = starData[i].y; 84 | if (s == b) 85 | { 86 | y = t; 87 | } 88 | else if (t == b) 89 | { 90 | x = s; 91 | } 92 | } 93 | 94 | //If x/y are both valid then skip edge 95 | if (x < 0 || y < 0) 96 | { 97 | continue; 98 | } 99 | 100 | //If edge is now delaunay, then don't flip it 101 | if (Robust.InSphere(points[a], points[b], points[x], points[y]) >= 0f) 102 | { 103 | continue; 104 | } 105 | 106 | //Flip the edge 107 | triangles.Flip(a, b); 108 | 109 | //Test flipping neighboring edges 110 | TestFlip(points, triangles, stack, x, a, y); 111 | TestFlip(points, triangles, stack, a, y, x); 112 | TestFlip(points, triangles, stack, y, b, x); 113 | TestFlip(points, triangles, stack, b, x, y); 114 | } 115 | 116 | WorkBufferPool.Release(ref stack); 117 | } 118 | 119 | private void TestFlip(List points, Triangles triangles, WorkBuffer stack, int a, int b, int x) 120 | { 121 | var y = triangles.Opposite(a, b); 122 | 123 | //Test boundary edge 124 | if (y < 0) 125 | { 126 | return; 127 | } 128 | 129 | //Swap edge if order flipped 130 | if (b < a) 131 | { 132 | var tmp = a; 133 | a = b; 134 | b = tmp; 135 | tmp = x; 136 | x = y; 137 | y = tmp; 138 | } 139 | 140 | //Test if edge is constrained 141 | if (triangles.IsConstraint(a, b)) 142 | { 143 | return; 144 | } 145 | 146 | //Test if edge is delaunay 147 | if (Robust.InSphere(points[a], points[b], points[x], points[y]) < 0f) 148 | { 149 | var v = new Int2(a, b); 150 | stack.Push(ref v); 151 | } 152 | } 153 | } 154 | } -------------------------------------------------------------------------------- /ProjectSettings/QualitySettings.asset: 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m_PerPlatformDefaultQuality: 178 | Android: 2 179 | Nintendo 3DS: 5 180 | Nintendo Switch: 5 181 | PS4: 5 182 | PSP2: 2 183 | Standalone: 5 184 | Tizen: 2 185 | WebGL: 3 186 | WiiU: 5 187 | Windows Store Apps: 5 188 | XboxOne: 5 189 | iPhone: 2 190 | tvOS: 2 191 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/Triangles.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace SVGMeshUnity.Internals.Cdt2d 6 | { 7 | public class Triangles 8 | { 9 | public Triangles(MeshData data) 10 | { 11 | PrivateVertices = data.Vertices; 12 | CreateStars(data.Vertices.Count); 13 | CreateEdges(data.Edges); 14 | CreateTriangles(data.Triangles); 15 | } 16 | 17 | public List Vertices 18 | { 19 | get { return PrivateVertices; } 20 | } 21 | 22 | public WorkBuffer[] Stars 23 | { 24 | get { return PrivateStars; } 25 | } 26 | 27 | private List PrivateVertices; 28 | private WorkBuffer[] PrivateStars; 29 | private Int2[] Edges; 30 | 31 | private void CreateStars(int n) 32 | { 33 | var stars = new WorkBuffer[n]; 34 | for (var i = 0; i < n; ++i) 35 | { 36 | stars[i] = new WorkBuffer(16); 37 | } 38 | PrivateStars = stars; 39 | } 40 | 41 | private void CreateEdges(List source) 42 | { 43 | var l = source.Count; 44 | var edges = new Int2[l]; 45 | for (var i = 0; i < l; ++i) 46 | { 47 | var edge = source[i]; 48 | if (edge.y < edge.x) 49 | { 50 | var x = edge.x; 51 | edge.x = edge.y; 52 | edge.y = x; 53 | } 54 | edges[i] = edge; 55 | } 56 | Sort.QuickSort(edges, 0, edges.Length - 1); 57 | Edges = edges; 58 | } 59 | 60 | private void CreateTriangles(List source) 61 | { 62 | var l = source.Count; 63 | for (var i = 0; i < l; i += 3) 64 | { 65 | AddTriangle(source[i + 0], source[i + 1], source[i + 2]); 66 | } 67 | } 68 | 69 | public void AddTriangle(int i, int j, int k) 70 | { 71 | var jk = new Int2(j, k); 72 | var ki = new Int2(k, i); 73 | var ij = new Int2(i, j); 74 | PrivateStars[i].Push(ref jk); 75 | PrivateStars[j].Push(ref ki); 76 | PrivateStars[k].Push(ref ij); 77 | } 78 | 79 | public void RemoveTriangle(int i, int j, int k) 80 | { 81 | RemovePair(PrivateStars[i], j, k); 82 | RemovePair(PrivateStars[j], k, i); 83 | RemovePair(PrivateStars[k], i, j); 84 | } 85 | 86 | private void RemovePair(WorkBuffer list, int j, int k) 87 | { 88 | var n = list.UsedSize; 89 | var data = list.Data; 90 | for (var i = 0; i < n; ++i) 91 | { 92 | var s = data[i]; 93 | if (s.x == j && s.y == k) 94 | { 95 | data[i] = data[n - 1]; 96 | list.RemoveLast(1); 97 | return; 98 | } 99 | } 100 | } 101 | 102 | public int Opposite(int j, int i) 103 | { 104 | var list = PrivateStars[i]; 105 | var n = list.UsedSize; 106 | var data = list.Data; 107 | for (var k = 0; k < n; ++k) 108 | { 109 | if (data[k].y == j) 110 | { 111 | return data[k].x; 112 | } 113 | } 114 | return -1; 115 | } 116 | 117 | public void Flip(int i, int j) 118 | { 119 | var a = Opposite(i, j); 120 | var b = Opposite(j, i); 121 | RemoveTriangle(i, j, a); 122 | RemoveTriangle(j, i, b); 123 | AddTriangle(i, b, a); 124 | AddTriangle(j, a, b); 125 | } 126 | 127 | public bool IsConstraint(int i, int j) 128 | { 129 | var e = new Int2(Mathf.Min(i, j), Mathf.Max(i, j)); 130 | return BinarySearch.EQ(Edges, e, 0, Edges.Length) >= 0; 131 | } 132 | 133 | public void Fill(List triangles) 134 | { 135 | var n = PrivateStars.Length; 136 | 137 | if (triangles.Capacity < n) 138 | { 139 | triangles.Capacity = n; 140 | } 141 | triangles.Clear(); 142 | 143 | for(var i = 0; i < n; ++i) 144 | { 145 | var list = PrivateStars[i]; 146 | var data = list.Data; 147 | var m = list.UsedSize; 148 | for(var j = 0; j < m; ++j) 149 | { 150 | var s = data[j]; 151 | if(i < Mathf.Min(s.x, s.y)) 152 | { 153 | triangles.Add(i); 154 | triangles.Add(s.x); 155 | triangles.Add(s.y); 156 | } 157 | } 158 | } 159 | } 160 | 161 | public void Fill(WorkBuffer triangles) 162 | { 163 | var n = PrivateStars.Length; 164 | 165 | triangles.Extend(n); 166 | triangles.Clear(); 167 | 168 | for(var i = 0; i < n; ++i) 169 | { 170 | var list = PrivateStars[i]; 171 | var data = list.Data; 172 | var m = list.UsedSize; 173 | for(var j = 0; j < m; ++j) 174 | { 175 | var s = data[j]; 176 | if(i < Mathf.Min(s.x, s.y)) 177 | { 178 | var v = new Int3(i, s.x, s.y); 179 | triangles.Push(ref v); 180 | } 181 | } 182 | } 183 | } 184 | } 185 | } -------------------------------------------------------------------------------- /Assets/Samples/Scripts/Move.cs: -------------------------------------------------------------------------------- 1 | using SVGMeshUnity; 2 | using UnityEngine; 3 | 4 | public class Move : MonoBehaviour 5 | { 6 | [SerializeField] private float R = 0.5f; 7 | [SerializeField] private float IntervalRate = 1f; 8 | 9 | [SerializeField] private SVGMesh HeadMesh; 10 | [SerializeField] private SVGMesh TailMesh; 11 | [SerializeField] private SVGMesh BodyMesh; 12 | 13 | private SVGData HeadSVG; 14 | private SVGData TailSVG; 15 | private SVGData BodySVG; 16 | 17 | private Vector2 Head; 18 | private Vector2 Tail; 19 | 20 | private Vector2 To; 21 | 22 | private float HeadR; 23 | private float TailR; 24 | 25 | private float Interval; 26 | private float FollowTime; 27 | 28 | void Start() 29 | { 30 | HeadSVG = new SVGData(); 31 | TailSVG = new SVGData(); 32 | BodySVG = new SVGData(); 33 | 34 | Head = RandomField(); 35 | Tail = Head; 36 | } 37 | 38 | void Update() 39 | { 40 | HeadSVG.Clear(); 41 | TailSVG.Clear(); 42 | BodySVG.Clear(); 43 | 44 | Update(Time.deltaTime); 45 | 46 | var v = Mathf.Max(0.7f, 1.3f - Mathf.Clamp01((Head - Tail).magnitude / 3f)); 47 | 48 | Circle(HeadSVG, Head, HeadR); 49 | Circle(TailSVG, Tail, TailR); 50 | Metaball(BodySVG, Head, HeadR, Tail, TailR, v); 51 | 52 | HeadMesh.Fill(HeadSVG); 53 | TailMesh.Fill(TailSVG); 54 | BodyMesh.Fill(BodySVG); 55 | } 56 | 57 | private void Update(float dt) 58 | { 59 | Interval -= dt; 60 | FollowTime -= dt; 61 | 62 | if (Interval <= 0f) 63 | { 64 | To = RandomField(); 65 | To = Head + Vector2.ClampMagnitude(To - Head, 2f); 66 | HeadR = R * 0.15f; 67 | TailR = R; 68 | Interval = Random.Range(1.5f, 2.6f) * IntervalRate; 69 | FollowTime = Random.Range(0.15f, 0.25f); 70 | } 71 | 72 | Head = Vector2.Lerp(To, Head, Mathf.Exp(-5f * dt)); 73 | 74 | if (FollowTime <= 0f) 75 | { 76 | Tail = Vector2.Lerp(Head, Tail, Mathf.Exp(-5f * dt)); 77 | 78 | if (FollowTime <= -0.4f) 79 | { 80 | TailR = Mathf.Lerp(R, TailR, Mathf.Exp(-4f * dt)); 81 | } 82 | else 83 | { 84 | TailR = Mathf.Lerp(R * 0.05f, TailR, Mathf.Exp(-6f * dt)); 85 | } 86 | 87 | HeadR = Mathf.Lerp(R, HeadR, Mathf.Exp(-3f * dt)); 88 | } 89 | } 90 | 91 | private Vector2 RandomField() 92 | { 93 | return new Vector2(Random.Range(-4f, 4f), Random.Range(-4f, 4f)); 94 | } 95 | 96 | private void Circle(SVGData svg, Vector2 c, float r) 97 | { 98 | for (var i = 0; i < 4; ++i) 99 | { 100 | var angle0 = Mathf.PI * 0.5f * (i + 0); 101 | var angle1 = Mathf.PI * 0.5f * (i + 1); 102 | 103 | var x0 = c.x + Mathf.Cos(angle0) * r; 104 | var y0 = c.y - Mathf.Sin(angle0) * r; 105 | var x1 = c.x + Mathf.Cos(angle1) * r; 106 | var y1 = c.y - Mathf.Sin(angle1) * r; 107 | 108 | var a = r * (4f / 3f) * Mathf.Tan((angle1 - angle0) / 4f); 109 | var inAngle = angle0 + Mathf.PI * 0.5f; 110 | var inX = x0 + Mathf.Cos(inAngle) * a; 111 | var inY = y0 - Mathf.Sin(inAngle) * a; 112 | var outAngle = angle1 - Mathf.PI * 0.5f; 113 | var outX = x1 + Mathf.Cos(outAngle) * a; 114 | var outY = y1 - Mathf.Sin(outAngle) * a; 115 | 116 | if (i == 0) 117 | { 118 | svg.Move(x0, y0); 119 | } 120 | 121 | svg.Curve(inX, inY, outX, outY, x1, y1); 122 | } 123 | } 124 | 125 | // http://shspage.com/aijs/ 126 | 127 | private void Metaball(SVGData svg, Vector2 c1, float r1, Vector2 c2, float r2, float v) 128 | { 129 | if (r1 == 0f || r2 == 0f) 130 | { 131 | return; 132 | } 133 | 134 | var pi2 = Mathf.PI / 2f; 135 | 136 | var d = (c2 - c1).magnitude; 137 | 138 | var u1 = 0f; 139 | var u2 = 0f; 140 | if (d <= Mathf.Abs(r1 - r2)) 141 | { 142 | return; 143 | } 144 | else if (d < r1 + r2) 145 | { 146 | // case circles are overlapping 147 | u1 = Mathf.Acos((r1 * r1 + d * d - r2 * r2) / (2 * r1 * d)); 148 | u2 = Mathf.Acos((r2 * r2 + d * d - r1 * r1) / (2 * r2 * d)); 149 | } 150 | 151 | var t1 = Mathf.Atan2(c2.y - c1.y, c2.x - c1.x); 152 | var t2 = Mathf.Acos((r1 - r2) / d); 153 | 154 | var t1a = t1 + u1 + (t2 - u1) * v; 155 | var t1b = t1 - u1 - (t2 - u1) * v; 156 | var t2a = t1 + Mathf.PI - u2 - (Mathf.PI - u2 - t2) * v; 157 | var t2b = t1 - Mathf.PI + u2 + (Mathf.PI - u2 - t2) * v; 158 | 159 | var p1a = PointOnCircle(c1, t1a, r1); 160 | var p1b = PointOnCircle(c1, t1b, r1); 161 | var p2a = PointOnCircle(c2, t2a, r2); 162 | var p2b = PointOnCircle(c2, t2b, r2); 163 | 164 | // define handle length by the distance between both ends of the curve to draw 165 | var handle_len_rate = 2; 166 | var d2 = Mathf.Min(v * handle_len_rate, (p2a - p1a).magnitude / (r1 + r2)); 167 | d2 *= Mathf.Min(1, d * 2 / (r1 + r2)); // case circles are overlapping 168 | r1 *= d2; 169 | r2 *= d2; 170 | 171 | svg.Move(p1a); 172 | svg.Curve(PointOnCircle(p1a, t1a - pi2, r1), PointOnCircle(p2a, t2a + pi2, r2), p2a); 173 | svg.Line(p2b); 174 | svg.Curve(PointOnCircle(p2b, t2b - pi2, r2), PointOnCircle(p1b, t1b + pi2, r1), p1b); 175 | svg.Line(p1a); 176 | } 177 | 178 | private Vector2 PointOnCircle(Vector2 c, float angle, float r) 179 | { 180 | return c + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * r; 181 | } 182 | } -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/BinarySearch.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | 3 | namespace SVGMeshUnity.Internals.Cdt2d 4 | { 5 | public static class BinarySearch 6 | { 7 | // https://github.com/mikolalysenko/binary-search-bounds 8 | 9 | public interface IComparer 10 | { 11 | int Compare(G x, E y); 12 | } 13 | 14 | public static int GE(G[] a, E y, IComparer c, int l, int h) 15 | { 16 | var i = h + 1; 17 | while (l <= h) 18 | { 19 | var m = (int) (uint) (l + h) >> 1; 20 | var x = a[m]; 21 | if (c.Compare(x, y) >= 0) 22 | { 23 | i = m; 24 | h = m - 1; 25 | } 26 | else 27 | { 28 | l = m + 1; 29 | } 30 | } 31 | 32 | return i; 33 | } 34 | 35 | public static int GE(G[] a, G y, int l, int h) where G : IComparable 36 | { 37 | var i = h + 1; 38 | while (l <= h) 39 | { 40 | var m = (int) (uint) (l + h) >> 1; 41 | var x = a[m]; 42 | if (x.CompareTo(y) >= 0) 43 | { 44 | i = m; 45 | h = m - 1; 46 | } 47 | else 48 | { 49 | l = m + 1; 50 | } 51 | } 52 | 53 | return i; 54 | } 55 | 56 | public static int GT(G[] a, E y, IComparer c, int l, int h) 57 | { 58 | var i = h + 1; 59 | while (l <= h) 60 | { 61 | var m = (int) (uint) (l + h) >> 1; 62 | var x = a[m]; 63 | if (c.Compare(x, y) > 0) 64 | { 65 | i = m; 66 | h = m - 1; 67 | } 68 | else 69 | { 70 | l = m + 1; 71 | } 72 | } 73 | 74 | return i; 75 | } 76 | 77 | public static int GT(G[] a, G y, int l, int h) where G : IComparable 78 | { 79 | var i = h + 1; 80 | while (l <= h) 81 | { 82 | var m = (int) (uint) (l + h) >> 1; 83 | var x = a[m]; 84 | if (x.CompareTo(y) > 0) 85 | { 86 | i = m; 87 | h = m - 1; 88 | } 89 | else 90 | { 91 | l = m + 1; 92 | } 93 | } 94 | 95 | return i; 96 | } 97 | 98 | public static int LT(G[] a, E y, IComparer c, int l, int h) 99 | { 100 | var i = l - 1; 101 | while (l <= h) 102 | { 103 | var m = (int) (uint) (l + h) >> 1; 104 | var x = a[m]; 105 | if (c.Compare(x, y) < 0) 106 | { 107 | i = m; 108 | l = m + 1; 109 | } 110 | else 111 | { 112 | h = m - 1; 113 | } 114 | } 115 | 116 | return i; 117 | } 118 | 119 | public static int LT(G[] a, G y, int l, int h) where G : IComparable 120 | { 121 | var i = l - 1; 122 | while (l <= h) 123 | { 124 | var m = (int) (uint) (l + h) >> 1; 125 | var x = a[m]; 126 | if (x.CompareTo(y) < 0) 127 | { 128 | i = m; 129 | l = m + 1; 130 | } 131 | else 132 | { 133 | h = m - 1; 134 | } 135 | } 136 | 137 | return i; 138 | } 139 | 140 | public static int LE(G[] a, E y, IComparer c, int l, int h) 141 | { 142 | var i = l - 1; 143 | while (l <= h) 144 | { 145 | var m = (int) (uint) (l + h) >> 1; 146 | var x = a[m]; 147 | if (c.Compare(x, y) <= 0) 148 | { 149 | i = m; 150 | l = m + 1; 151 | } 152 | else 153 | { 154 | h = m - 1; 155 | } 156 | } 157 | 158 | return i; 159 | } 160 | 161 | public static int LE(G[] a, G y, int l, int h) where G : IComparable 162 | { 163 | var i = l - 1; 164 | while (l <= h) 165 | { 166 | var m = (int) (uint) (l + h) >> 1; 167 | var x = a[m]; 168 | if (x.CompareTo(y) <= 0) 169 | { 170 | i = m; 171 | l = m + 1; 172 | } 173 | else 174 | { 175 | h = m - 1; 176 | } 177 | } 178 | 179 | return i; 180 | } 181 | 182 | public static int EQ(G[] a, E y, IComparer c, int l, int h) 183 | { 184 | while (l <= h) 185 | { 186 | var m = (int) (uint) (l + h) >> 1; 187 | var x = a[m]; 188 | var p = c.Compare(x, y); 189 | if (p == 0) 190 | { 191 | return m; 192 | } 193 | 194 | if (p <= 0) 195 | { 196 | l = m + 1; 197 | } 198 | else 199 | { 200 | h = m - 1; 201 | } 202 | } 203 | 204 | return -1; 205 | } 206 | 207 | public static int EQ(G[] a, G y, int l, int h) where G : IComparable 208 | { 209 | while (l <= h) 210 | { 211 | var m = (int) (uint) (l + h) >> 1; 212 | var x = a[m]; 213 | var p = x.CompareTo(y); 214 | if (p == 0) 215 | { 216 | return m; 217 | } 218 | 219 | if (p <= 0) 220 | { 221 | l = m + 1; 222 | } 223 | else 224 | { 225 | h = m - 1; 226 | } 227 | } 228 | 229 | return -1; 230 | } 231 | } 232 | } -------------------------------------------------------------------------------- /ProjectSettings/InputManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!13 &1 4 | InputManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Axes: 8 | - serializedVersion: 3 9 | m_Name: Horizontal 10 | descriptiveName: 11 | descriptiveNegativeName: 12 | negativeButton: left 13 | positiveButton: right 14 | altNegativeButton: a 15 | altPositiveButton: d 16 | gravity: 3 17 | dead: 0.001 18 | sensitivity: 3 19 | snap: 1 20 | invert: 0 21 | type: 0 22 | axis: 0 23 | joyNum: 0 24 | - serializedVersion: 3 25 | m_Name: Vertical 26 | descriptiveName: 27 | descriptiveNegativeName: 28 | negativeButton: down 29 | positiveButton: up 30 | altNegativeButton: s 31 | altPositiveButton: w 32 | gravity: 3 33 | dead: 0.001 34 | sensitivity: 3 35 | snap: 1 36 | invert: 0 37 | type: 0 38 | axis: 0 39 | joyNum: 0 40 | - serializedVersion: 3 41 | m_Name: Fire1 42 | descriptiveName: 43 | descriptiveNegativeName: 44 | negativeButton: 45 | positiveButton: left ctrl 46 | altNegativeButton: 47 | altPositiveButton: mouse 0 48 | gravity: 1000 49 | dead: 0.001 50 | sensitivity: 1000 51 | snap: 0 52 | invert: 0 53 | type: 0 54 | axis: 0 55 | joyNum: 0 56 | - serializedVersion: 3 57 | m_Name: Fire2 58 | descriptiveName: 59 | descriptiveNegativeName: 60 | negativeButton: 61 | positiveButton: left alt 62 | altNegativeButton: 63 | altPositiveButton: mouse 1 64 | gravity: 1000 65 | dead: 0.001 66 | sensitivity: 1000 67 | snap: 0 68 | invert: 0 69 | type: 0 70 | axis: 0 71 | joyNum: 0 72 | - serializedVersion: 3 73 | m_Name: Fire3 74 | descriptiveName: 75 | descriptiveNegativeName: 76 | negativeButton: 77 | positiveButton: left shift 78 | altNegativeButton: 79 | altPositiveButton: mouse 2 80 | gravity: 1000 81 | dead: 0.001 82 | sensitivity: 1000 83 | snap: 0 84 | invert: 0 85 | type: 0 86 | axis: 0 87 | joyNum: 0 88 | - serializedVersion: 3 89 | m_Name: Jump 90 | descriptiveName: 91 | descriptiveNegativeName: 92 | negativeButton: 93 | positiveButton: space 94 | altNegativeButton: 95 | altPositiveButton: 96 | gravity: 1000 97 | dead: 0.001 98 | sensitivity: 1000 99 | snap: 0 100 | invert: 0 101 | type: 0 102 | axis: 0 103 | joyNum: 0 104 | - serializedVersion: 3 105 | m_Name: Mouse X 106 | descriptiveName: 107 | descriptiveNegativeName: 108 | negativeButton: 109 | positiveButton: 110 | altNegativeButton: 111 | altPositiveButton: 112 | gravity: 0 113 | dead: 0 114 | sensitivity: 0.1 115 | snap: 0 116 | invert: 0 117 | type: 1 118 | axis: 0 119 | joyNum: 0 120 | - serializedVersion: 3 121 | m_Name: Mouse Y 122 | descriptiveName: 123 | descriptiveNegativeName: 124 | negativeButton: 125 | positiveButton: 126 | altNegativeButton: 127 | altPositiveButton: 128 | gravity: 0 129 | dead: 0 130 | sensitivity: 0.1 131 | snap: 0 132 | invert: 0 133 | type: 1 134 | axis: 1 135 | joyNum: 0 136 | - serializedVersion: 3 137 | m_Name: Mouse ScrollWheel 138 | descriptiveName: 139 | descriptiveNegativeName: 140 | negativeButton: 141 | positiveButton: 142 | altNegativeButton: 143 | altPositiveButton: 144 | gravity: 0 145 | dead: 0 146 | sensitivity: 0.1 147 | snap: 0 148 | invert: 0 149 | type: 1 150 | axis: 2 151 | joyNum: 0 152 | - serializedVersion: 3 153 | m_Name: Horizontal 154 | descriptiveName: 155 | descriptiveNegativeName: 156 | negativeButton: 157 | positiveButton: 158 | altNegativeButton: 159 | altPositiveButton: 160 | gravity: 0 161 | dead: 0.19 162 | sensitivity: 1 163 | snap: 0 164 | invert: 0 165 | type: 2 166 | axis: 0 167 | joyNum: 0 168 | - serializedVersion: 3 169 | m_Name: Vertical 170 | descriptiveName: 171 | descriptiveNegativeName: 172 | negativeButton: 173 | positiveButton: 174 | altNegativeButton: 175 | altPositiveButton: 176 | gravity: 0 177 | dead: 0.19 178 | sensitivity: 1 179 | snap: 0 180 | invert: 1 181 | type: 2 182 | axis: 1 183 | joyNum: 0 184 | - serializedVersion: 3 185 | m_Name: Fire1 186 | descriptiveName: 187 | descriptiveNegativeName: 188 | negativeButton: 189 | positiveButton: joystick button 0 190 | altNegativeButton: 191 | altPositiveButton: 192 | gravity: 1000 193 | dead: 0.001 194 | sensitivity: 1000 195 | snap: 0 196 | invert: 0 197 | type: 0 198 | axis: 0 199 | joyNum: 0 200 | - serializedVersion: 3 201 | m_Name: Fire2 202 | descriptiveName: 203 | descriptiveNegativeName: 204 | negativeButton: 205 | positiveButton: joystick button 1 206 | altNegativeButton: 207 | altPositiveButton: 208 | gravity: 1000 209 | dead: 0.001 210 | sensitivity: 1000 211 | snap: 0 212 | invert: 0 213 | type: 0 214 | axis: 0 215 | joyNum: 0 216 | - serializedVersion: 3 217 | m_Name: Fire3 218 | descriptiveName: 219 | descriptiveNegativeName: 220 | negativeButton: 221 | positiveButton: joystick button 2 222 | altNegativeButton: 223 | altPositiveButton: 224 | gravity: 1000 225 | dead: 0.001 226 | sensitivity: 1000 227 | snap: 0 228 | invert: 0 229 | type: 0 230 | axis: 0 231 | joyNum: 0 232 | - serializedVersion: 3 233 | m_Name: Jump 234 | descriptiveName: 235 | descriptiveNegativeName: 236 | negativeButton: 237 | positiveButton: joystick button 3 238 | altNegativeButton: 239 | altPositiveButton: 240 | gravity: 1000 241 | dead: 0.001 242 | sensitivity: 1000 243 | snap: 0 244 | invert: 0 245 | type: 0 246 | axis: 0 247 | joyNum: 0 248 | - serializedVersion: 3 249 | m_Name: Submit 250 | descriptiveName: 251 | descriptiveNegativeName: 252 | negativeButton: 253 | positiveButton: return 254 | altNegativeButton: 255 | altPositiveButton: joystick button 0 256 | gravity: 1000 257 | dead: 0.001 258 | sensitivity: 1000 259 | snap: 0 260 | invert: 0 261 | type: 0 262 | axis: 0 263 | joyNum: 0 264 | - serializedVersion: 3 265 | m_Name: Submit 266 | descriptiveName: 267 | descriptiveNegativeName: 268 | negativeButton: 269 | positiveButton: enter 270 | altNegativeButton: 271 | altPositiveButton: space 272 | gravity: 1000 273 | dead: 0.001 274 | sensitivity: 1000 275 | snap: 0 276 | invert: 0 277 | type: 0 278 | axis: 0 279 | joyNum: 0 280 | - serializedVersion: 3 281 | m_Name: Cancel 282 | descriptiveName: 283 | descriptiveNegativeName: 284 | negativeButton: 285 | positiveButton: escape 286 | altNegativeButton: 287 | altPositiveButton: joystick button 1 288 | gravity: 1000 289 | dead: 0.001 290 | sensitivity: 1000 291 | snap: 0 292 | invert: 0 293 | type: 0 294 | axis: 0 295 | joyNum: 0 296 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # SVGMeshUnity 2 | 3 | typo 4 | 5 | Generates mesh from [SVG path](https://github.com/beinteractive/SVGMeshUnity/blob/de472c2f716329e2991f75fcab9bd7253cc8ff12/Assets/Samples/Scripts/Simple.cs#L8-L14) in realtime for Unity. 6 | 7 | This is a port of https://github.com/mattdesl/svg-mesh-3d 8 | 9 | ## Install 10 | 11 | Copy `Assets/SVGMeshUnity` directory to your Assets directory. 12 | 13 | Add a `SVGMesh` component to a GameObject that has `MeshFilter` and `MeshRenderer`. 14 | 15 | inspector 16 | 17 | ## Usage 18 | 19 | ### Create mesh from SVG path 20 | 21 | twitter twtitter-wire 22 | 23 | ```C# 24 | var mesh = GetComponent(); 25 | var svg = new SVGData(); 26 | svg.Path("M17.316,6.246c0.008,0.162,0.011,... and so on"); 27 | mesh.Fill(svg); 28 | ``` 29 | 30 | Simply create an instance of `SVGData` and set SVG path data string by calling `SVGData.Path()`. 31 | Then call `Mesh.Fill()`, a mesh will be generated. 32 | 33 | ### Create mesh from code 34 | 35 | Instead of use SVG path data, you can directly make path data in your code. 36 | 37 | 38 | 39 | ```C# 40 | void Update() 41 | { 42 | SVG.Clear(); 43 | 44 | var resolution = 5; 45 | var radius = 3f; 46 | 47 | SVG.Move(NoisedR(radius, 0), 0f); 48 | 49 | for (var i = 0; i < resolution; ++i) 50 | { 51 | var i0 = i; 52 | var i1 = (i + 1) % resolution; 53 | 54 | var angle0 = Mathf.PI * 2f * ((float) i0 / resolution); 55 | var angle1 = Mathf.PI * 2f * ((float) i1 / resolution); 56 | 57 | var r0 = NoisedR(radius, i0); 58 | var r1 = NoisedR(radius, i1); 59 | var x0 = Mathf.Cos(angle0) * r0; 60 | var y0 = Mathf.Sin(angle0) * r0; 61 | var x1 = Mathf.Cos(angle1) * r1; 62 | var y1 = Mathf.Sin(angle1) * r1; 63 | 64 | var cx = x0 + (x1 - x0) * 0.5f; 65 | var cy = y0 + (y1 - y0) * 0.5f; 66 | var ca = Mathf.Atan2(cy, cx); 67 | var cr = 0.3f + (Mathf.PerlinNoise(Time.time, i * -100f) - 0.5f) * 1.15f; 68 | cx += Mathf.Cos(ca) * cr; 69 | cy += Mathf.Sin(ca) * cr; 70 | 71 | SVG.Curve(cx, cy, cx, cy, x1, y1); 72 | } 73 | 74 | Mesh.Fill(SVG); 75 | } 76 | 77 | private float NoisedR(float r, float randomize) 78 | { 79 | return r + (Mathf.PerlinNoise(Time.time, randomize * 10f) - 0.5f) * 0.5f; 80 | } 81 | ``` 82 | 83 | 84 | 85 | ```C# 86 | public class Move : MonoBehaviour 87 | { 88 | [SerializeField] private float R = 0.5f; 89 | [SerializeField] private float IntervalRate = 1f; 90 | 91 | [SerializeField] private SVGMesh HeadMesh; 92 | [SerializeField] private SVGMesh TailMesh; 93 | [SerializeField] private SVGMesh BodyMesh; 94 | 95 | private SVGData HeadSVG; 96 | private SVGData TailSVG; 97 | private SVGData BodySVG; 98 | 99 | private Vector2 Head; 100 | private Vector2 Tail; 101 | 102 | private Vector2 To; 103 | 104 | private float HeadR; 105 | private float TailR; 106 | 107 | private float Interval; 108 | private float FollowTime; 109 | 110 | void Start() 111 | { 112 | HeadSVG = new SVGData(); 113 | TailSVG = new SVGData(); 114 | BodySVG = new SVGData(); 115 | 116 | Head = RandomField(); 117 | Tail = Head; 118 | } 119 | 120 | void Update() 121 | { 122 | HeadSVG.Clear(); 123 | TailSVG.Clear(); 124 | BodySVG.Clear(); 125 | 126 | Update(Time.deltaTime); 127 | 128 | var v = Mathf.Max(0.7f, 1.3f - Mathf.Clamp01((Head - Tail).magnitude / 3f)); 129 | 130 | Circle(HeadSVG, Head, HeadR); 131 | Circle(TailSVG, Tail, TailR); 132 | Metaball(BodySVG, Head, HeadR, Tail, TailR, v); 133 | 134 | HeadMesh.Fill(HeadSVG); 135 | TailMesh.Fill(TailSVG); 136 | BodyMesh.Fill(BodySVG); 137 | } 138 | 139 | private void Update(float dt) 140 | { 141 | Interval -= dt; 142 | FollowTime -= dt; 143 | 144 | if (Interval <= 0f) 145 | { 146 | To = RandomField(); 147 | To = Head + Vector2.ClampMagnitude(To - Head, 2f); 148 | HeadR = R * 0.15f; 149 | TailR = R; 150 | Interval = Random.Range(1.5f, 2.6f) * IntervalRate; 151 | FollowTime = Random.Range(0.15f, 0.25f); 152 | } 153 | 154 | Head = Vector2.Lerp(To, Head, Mathf.Exp(-5f * dt)); 155 | 156 | if (FollowTime <= 0f) 157 | { 158 | Tail = Vector2.Lerp(Head, Tail, Mathf.Exp(-5f * dt)); 159 | 160 | if (FollowTime <= -0.4f) 161 | { 162 | TailR = Mathf.Lerp(R, TailR, Mathf.Exp(-4f * dt)); 163 | } 164 | else 165 | { 166 | TailR = Mathf.Lerp(R * 0.05f, TailR, Mathf.Exp(-6f * dt)); 167 | } 168 | 169 | HeadR = Mathf.Lerp(R, HeadR, Mathf.Exp(-3f * dt)); 170 | } 171 | } 172 | 173 | private Vector2 RandomField() 174 | { 175 | return new Vector2(Random.Range(-4f, 4f), Random.Range(-4f, 4f)); 176 | } 177 | 178 | private void Circle(SVGData svg, Vector2 c, float r) 179 | { 180 | for (var i = 0; i < 4; ++i) 181 | { 182 | var angle0 = Mathf.PI * 0.5f * (i + 0); 183 | var angle1 = Mathf.PI * 0.5f * (i + 1); 184 | 185 | var x0 = c.x + Mathf.Cos(angle0) * r; 186 | var y0 = c.y - Mathf.Sin(angle0) * r; 187 | var x1 = c.x + Mathf.Cos(angle1) * r; 188 | var y1 = c.y - Mathf.Sin(angle1) * r; 189 | 190 | var a = r * (4f / 3f) * Mathf.Tan((angle1 - angle0) / 4f); 191 | var inAngle = angle0 + Mathf.PI * 0.5f; 192 | var inX = x0 + Mathf.Cos(inAngle) * a; 193 | var inY = y0 - Mathf.Sin(inAngle) * a; 194 | var outAngle = angle1 - Mathf.PI * 0.5f; 195 | var outX = x1 + Mathf.Cos(outAngle) * a; 196 | var outY = y1 - Mathf.Sin(outAngle) * a; 197 | 198 | if (i == 0) 199 | { 200 | svg.Move(x0, y0); 201 | } 202 | 203 | svg.Curve(inX, inY, outX, outY, x1, y1); 204 | } 205 | } 206 | 207 | // http://shspage.com/aijs/ 208 | 209 | private void Metaball(SVGData svg, Vector2 c1, float r1, Vector2 c2, float r2, float v) 210 | { 211 | if (r1 == 0f || r2 == 0f) 212 | { 213 | return; 214 | } 215 | 216 | var pi2 = Mathf.PI / 2f; 217 | 218 | var d = (c2 - c1).magnitude; 219 | 220 | var u1 = 0f; 221 | var u2 = 0f; 222 | if (d <= Mathf.Abs(r1 - r2)) 223 | { 224 | return; 225 | } 226 | else if (d < r1 + r2) 227 | { 228 | // case circles are overlapping 229 | u1 = Mathf.Acos((r1 * r1 + d * d - r2 * r2) / (2 * r1 * d)); 230 | u2 = Mathf.Acos((r2 * r2 + d * d - r1 * r1) / (2 * r2 * d)); 231 | } 232 | 233 | var t1 = Mathf.Atan2(c2.y - c1.y, c2.x - c1.x); 234 | var t2 = Mathf.Acos((r1 - r2) / d); 235 | 236 | var t1a = t1 + u1 + (t2 - u1) * v; 237 | var t1b = t1 - u1 - (t2 - u1) * v; 238 | var t2a = t1 + Mathf.PI - u2 - (Mathf.PI - u2 - t2) * v; 239 | var t2b = t1 - Mathf.PI + u2 + (Mathf.PI - u2 - t2) * v; 240 | 241 | var p1a = PointOnCircle(c1, t1a, r1); 242 | var p1b = PointOnCircle(c1, t1b, r1); 243 | var p2a = PointOnCircle(c2, t2a, r2); 244 | var p2b = PointOnCircle(c2, t2b, r2); 245 | 246 | // define handle length by the distance between both ends of the curve to draw 247 | var handle_len_rate = 2; 248 | var d2 = Mathf.Min(v * handle_len_rate, (p2a - p1a).magnitude / (r1 + r2)); 249 | d2 *= Mathf.Min(1, d * 2 / (r1 + r2)); // case circles are overlapping 250 | r1 *= d2; 251 | r2 *= d2; 252 | 253 | svg.Move(p1a); 254 | svg.Curve(PointOnCircle(p1a, t1a - pi2, r1), PointOnCircle(p2a, t2a + pi2, r2), p2a); 255 | svg.Line(p2b); 256 | svg.Curve(PointOnCircle(p2b, t2b - pi2, r2), PointOnCircle(p1b, t1b + pi2, r1), p1b); 257 | svg.Line(p1a); 258 | } 259 | 260 | private Vector2 PointOnCircle(Vector2 c, float angle, float r) 261 | { 262 | return c + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * r; 263 | } 264 | } 265 | ``` 266 | 267 | Use `SVGData.Move`, `SVGData.Line`, `SVGData.Curve`, ... and so on. Create realtime path as you like. 268 | 269 | ### Options 270 | 271 | The following options are provided in SVGMesh component. 272 | 273 | - `Delaunay` (default `false`) 274 | - whether to use Delaunay triangulation 275 | - Delaunay triangulation is slower, but looks better 276 | - `Scale` (default `1`) 277 | - a positive number, the scale at which to [approximate the curves](https://github.com/mattdesl/adaptive-bezier-curve) from the SVG paths 278 | - higher number leads to smoother corners, but slower triangulation 279 | - `Interior` if set, only return interior faces. See note. (Default `true`) 280 | - `Exterior` if set, only return exterior faces. See note. (Default `false`) 281 | - `Infinity` if set, then the triangulation is augmented with a [point at infinity](https://en.wikipedia.org/wiki/Point_at_infinity) represented by the index `-1`. (Default `false`) 282 | 283 | ## License 284 | 285 | MIT 286 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/BezierToVertex.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace SVGMeshUnity.Internals 4 | { 5 | public class BezierToVertex 6 | { 7 | // https://github.com/mattdesl/svg-path-contours 8 | 9 | public float Scale = 1f; 10 | 11 | public float PathDistanceEpsilon = 1f; 12 | public int RecursionLimit = 8; 13 | public float FLTEpsilon = 1.19209290e-7f; 14 | 15 | public float AngleEpsilon = 0.01f; 16 | public float AngleTolerance = 0f; 17 | public float CuspLimit = 0f; 18 | 19 | public WorkBufferPool WorkBufferPool; 20 | 21 | private WorkBuffer WorkVertices; 22 | 23 | public void GetContours(SVGData svg, MeshData data) 24 | { 25 | WorkBufferPool.Get(ref WorkVertices); 26 | 27 | var pen = Vector2.zero; 28 | 29 | var curves = svg.Curves; 30 | var l = curves.Count; 31 | for (var i = 0; i < l; ++i) 32 | { 33 | var curve = curves[i]; 34 | if (curve.IsMove) 35 | { 36 | EmitWorkVerticesIfNeeded(data); 37 | } 38 | else 39 | { 40 | FillBezier(pen, curve.InControl, curve.OutControl, curve.Position); 41 | } 42 | pen = curve.Position; 43 | } 44 | 45 | EmitWorkVerticesIfNeeded(data); 46 | 47 | WorkBufferPool.Release(ref WorkVertices); 48 | } 49 | 50 | private void EmitWorkVerticesIfNeeded(MeshData data) 51 | { 52 | if (WorkVertices.UsedSize == 0) 53 | { 54 | return; 55 | } 56 | 57 | // TODO: Simplify 58 | 59 | data.AddVertices(WorkVertices); 60 | WorkVertices.Clear(); 61 | } 62 | 63 | ////// Based on: 64 | ////// https://github.com/pelson/antigrain/blob/master/agg-2.4/src/agg_curves.cpp 65 | 66 | private void FillBezier(Vector2 start, Vector2 c1, Vector2 c2, Vector2 end) 67 | { 68 | var distanceTolerance = PathDistanceEpsilon / Scale; 69 | distanceTolerance *= distanceTolerance; 70 | BeginFillBezier(start, c1, c2, end, distanceTolerance); 71 | } 72 | 73 | private void BeginFillBezier(Vector2 start, Vector2 c1, Vector2 c2, Vector2 end, float distanceTolerance) 74 | { 75 | WorkVertices.Push(ref start); 76 | RecursiveFillBezier(start, c1, c2, end, distanceTolerance, 0); 77 | WorkVertices.Push(ref end); 78 | } 79 | 80 | private void RecursiveFillBezier(Vector2 v1, Vector2 v2, Vector2 v3, Vector2 v4, float distanceTolerance, int level) 81 | { 82 | if (level > RecursionLimit) 83 | { 84 | return; 85 | } 86 | 87 | var pi = Mathf.PI; 88 | 89 | // Calculate all the mid-points of the line segments 90 | //---------------------- 91 | var v12 = (v1 + v2) / 2f; 92 | var v23 = (v2 + v3) / 2f; 93 | var v34 = (v3 + v4) / 2f; 94 | var v123 = (v12 + v23) / 2f; 95 | var v234 = (v23 + v34) / 2f; 96 | var v1234 = (v123 + v234) / 2f; 97 | 98 | // Enforce subdivision first time 99 | if (level > 0) 100 | { 101 | // Try to approximate the full cubic curve by a single straight line 102 | //------------------ 103 | var d = v4 - v1; 104 | 105 | var d2 = Mathf.Abs((v2.x - v4.x) * d.y - (v2.y - v4.y) * d.x); 106 | var d3 = Mathf.Abs((v3.x - v4.x) * d.y - (v3.y - v4.y) * d.x); 107 | 108 | if (d2 > FLTEpsilon && d3 > FLTEpsilon) 109 | { 110 | // Regular care 111 | //----------------- 112 | if ((d2 + d3) * (d2 + d3) <= distanceTolerance * (d.x * d.x + d.y * d.y)) 113 | { 114 | // If the curvature doesn't exceed the distanceTolerance value 115 | // we tend to finish subdivisions. 116 | //---------------------- 117 | if (AngleTolerance < AngleEpsilon) 118 | { 119 | WorkVertices.Push(ref v1234); 120 | return; 121 | } 122 | 123 | // Angle & Cusp Condition 124 | //---------------------- 125 | var a23 = Mathf.Atan2(v3.y - v2.y, v3.x - v2.x); 126 | var da1 = Mathf.Abs(a23 - Mathf.Atan2(v2.y - v1.y, v2.x - v1.x)); 127 | var da2 = Mathf.Abs(Mathf.Atan2(v4.y - v3.y, v4.x - v3.x) - a23); 128 | 129 | if (da1 >= pi) 130 | { 131 | da1 = 2 * pi - da1; 132 | } 133 | 134 | if (da2 >= pi) 135 | { 136 | da2 = 2 * pi - da2; 137 | } 138 | 139 | if (da1 + da2 < AngleTolerance) 140 | { 141 | // Finally we can stop the recursion 142 | //---------------------- 143 | WorkVertices.Push(ref v1234); 144 | return; 145 | } 146 | 147 | if (CuspLimit > 0f) 148 | { 149 | if (da1 > CuspLimit) 150 | { 151 | WorkVertices.Push(ref v2); 152 | return; 153 | } 154 | 155 | if (da2 > CuspLimit) 156 | { 157 | WorkVertices.Push(ref v3); 158 | return; 159 | } 160 | } 161 | } 162 | } 163 | else 164 | { 165 | if (d2 > FLTEpsilon) 166 | { 167 | // p1,p3,p4 are collinear, p2 is considerable 168 | //---------------------- 169 | if (d2 * d2 <= distanceTolerance * (d.x * d.x + d.y * d.y)) 170 | { 171 | if (AngleTolerance < AngleEpsilon) 172 | { 173 | WorkVertices.Push(ref v1234); 174 | return; 175 | } 176 | 177 | // Angle Condition 178 | //---------------------- 179 | var da1 = Mathf.Abs(Mathf.Atan2(v3.y - v2.y, v3.x - v2.x) - 180 | Mathf.Atan2(v2.y - v1.y, v2.x - v1.x)); 181 | if (da1 >= pi) 182 | { 183 | da1 = 2 * pi - da1; 184 | } 185 | 186 | if (da1 < AngleTolerance) 187 | { 188 | WorkVertices.Push(ref v2); 189 | WorkVertices.Push(ref v3); 190 | return; 191 | } 192 | 193 | if (CuspLimit > 0f) 194 | { 195 | if (da1 > CuspLimit) 196 | { 197 | WorkVertices.Push(ref v2); 198 | return; 199 | } 200 | } 201 | } 202 | } 203 | else if (d3 > FLTEpsilon) 204 | { 205 | // p1,p2,p4 are collinear, p3 is considerable 206 | //---------------------- 207 | if (d3 * d3 <= distanceTolerance * (d.x * d.x + d.y * d.y)) 208 | { 209 | if (AngleTolerance < AngleEpsilon) 210 | { 211 | WorkVertices.Push(ref v1234); 212 | return; 213 | } 214 | 215 | // Angle Condition 216 | //---------------------- 217 | var da1 = Mathf.Abs(Mathf.Atan2(v4.y - v3.y, v4.x - v3.x) - 218 | Mathf.Atan2(v3.y - v2.y, v3.x - v2.x)); 219 | if (da1 >= pi) 220 | { 221 | da1 = 2 * pi - da1; 222 | } 223 | 224 | if (da1 < AngleTolerance) 225 | { 226 | WorkVertices.Push(ref v2); 227 | WorkVertices.Push(ref v3); 228 | return; 229 | } 230 | 231 | if (CuspLimit > 0f) 232 | { 233 | if 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m_LocalEulerAnglesHint: {x: 50, y: -30, z: 0} 385 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/Filter.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | 6 | namespace SVGMeshUnity.Internals.Cdt2d 7 | { 8 | public class Filter 9 | { 10 | public int Target; 11 | public bool Infinity; 12 | 13 | public WorkBufferPool WorkBufferPool; 14 | 15 | public void Do(Triangles triangles, List result) 16 | { 17 | using (var index = IndexCells(triangles)) 18 | { 19 | var cellN = index.Cells.UsedSize; 20 | 21 | if (result.Capacity < cellN * 3) 22 | { 23 | result.Capacity = cellN * 3; 24 | } 25 | 26 | result.Clear(); 27 | 28 | if (Target == 0) 29 | { 30 | if (Infinity) 31 | { 32 | FillTriangles(index.Cells, result); 33 | FillTriangles(index.Boundary, result); 34 | return; 35 | } 36 | else 37 | { 38 | FillTriangles(index.Cells, result); 39 | return; 40 | } 41 | } 42 | 43 | var side = 1; 44 | var active = index.Active; 45 | var next = index.Next; 46 | var flags = index.Flags; 47 | var flagsData = flags.Data; 48 | var cells = index.Cells; 49 | var constraint = index.Constraint; 50 | var constraintData = constraint.Data; 51 | var neighbor = index.Neighbor; 52 | var neighborData = neighbor.Data; 53 | 54 | while (active.UsedSize > 0 || next.UsedSize > 0) 55 | { 56 | while (active.UsedSize > 0) 57 | { 58 | var t = active.Pop(); 59 | if (flagsData[t] == -side) 60 | { 61 | continue; 62 | } 63 | 64 | flagsData[t] = side; 65 | for (var j = 0; j < 3; ++j) 66 | { 67 | var f = neighborData[3 * t + j]; 68 | if (f >= 0 && flagsData[f] == 0) 69 | { 70 | if (constraintData[3 * t + j]) 71 | { 72 | next.Push(ref f); 73 | } 74 | else 75 | { 76 | active.Push(ref f); 77 | flagsData[f] = side; 78 | } 79 | } 80 | } 81 | } 82 | 83 | //Swap arrays and loop 84 | var tmp = next; 85 | next = active; 86 | active = tmp; 87 | next.Clear(); 88 | side = -side; 89 | } 90 | 91 | FilterCells(cells, flags); 92 | FillTriangles(cells, result); 93 | 94 | if (Infinity) 95 | { 96 | FillTriangles(index.Boundary, result); 97 | } 98 | } 99 | } 100 | 101 | private class FaceIndex : IDisposable 102 | { 103 | public FaceIndex(WorkBufferPool pool) 104 | { 105 | WorkBufferPool = pool; 106 | pool.Get(ref Cells); 107 | pool.Get(ref Neighbor); 108 | pool.Get(ref Constraint); 109 | pool.Get(ref Flags); 110 | pool.Get(ref Active); 111 | pool.Get(ref Next); 112 | pool.Get(ref Boundary); 113 | } 114 | 115 | public WorkBuffer Cells; 116 | public WorkBuffer Neighbor; 117 | public WorkBuffer Constraint; 118 | public WorkBuffer Flags; 119 | public WorkBuffer Active; 120 | public WorkBuffer Next; 121 | public WorkBuffer Boundary; 122 | 123 | private WorkBufferPool WorkBufferPool; 124 | private bool Disposed = false; 125 | 126 | public void Dispose() 127 | { 128 | Dispose(true); 129 | } 130 | 131 | private void Dispose(bool disposing) 132 | { 133 | if (Disposed) 134 | { 135 | return; 136 | } 137 | 138 | if (disposing) 139 | { 140 | WorkBufferPool.Release(ref Boundary); 141 | WorkBufferPool.Release(ref Next); 142 | WorkBufferPool.Release(ref Active); 143 | WorkBufferPool.Release(ref Flags); 144 | WorkBufferPool.Release(ref Constraint); 145 | WorkBufferPool.Release(ref Neighbor); 146 | WorkBufferPool.Release(ref Cells); 147 | } 148 | 149 | Disposed = true; 150 | } 151 | 152 | public void Dump() 153 | { 154 | Debug.LogFormat("Cells:\n{0}\n", Dump(Cells)); 155 | Debug.LogFormat("Neighbor:\n{0}\n", Dump(Neighbor)); 156 | Debug.LogFormat("Flags:\n{0}\n", Dump(Flags)); 157 | Debug.LogFormat("Constraint:\n{0}\n", Dump(Constraint)); 158 | Debug.LogFormat("Active:\n{0}\n", Dump(Active)); 159 | Debug.LogFormat("Next:\n{0}\n", Dump(Next)); 160 | Debug.LogFormat("Boundary:\n{0}\n", Dump(Boundary)); 161 | } 162 | 163 | private string Dump(WorkBuffer buf) 164 | { 165 | return buf.Data.Take(buf.UsedSize).Aggregate("", (_, s) => _ + " " + s.ToString() + ",\n"); 166 | } 167 | } 168 | 169 | private FaceIndex IndexCells(Triangles triangles) 170 | { 171 | var zero = 0; 172 | var fals = false; 173 | 174 | var index = new FaceIndex(WorkBufferPool); 175 | 176 | triangles.Fill(index.Cells); 177 | 178 | //First get cells and canonicalize 179 | var cells = index.Cells; 180 | var nc = cells.UsedSize; 181 | var cellsData = cells.Data; 182 | for (var i = 0; i < nc; ++i) 183 | { 184 | var c = cellsData[i]; 185 | var x = c.x; 186 | var y = c.y; 187 | var z = c.z; 188 | if (y < z) 189 | { 190 | if (y < x) 191 | { 192 | c.x = y; 193 | c.y = z; 194 | c.z = x; 195 | cellsData[i] = c; 196 | } 197 | } 198 | else if (z < x) 199 | { 200 | c.x = z; 201 | c.y = x; 202 | c.z = y; 203 | cellsData[i] = c; 204 | } 205 | } 206 | 207 | WorkBuffer.Sort(cells); 208 | 209 | //Initialize flag array 210 | var flags = index.Flags; 211 | flags.Fill(ref zero, nc); 212 | 213 | //Build neighbor index, initialize queues 214 | var active = index.Active; 215 | var next = index.Next; 216 | var neighbor = index.Neighbor; 217 | var constraint = index.Constraint; 218 | var boundary = index.Boundary; 219 | neighbor.Fill(ref zero, nc * 3); 220 | constraint.Fill(ref fals, nc * 3); 221 | var flagsData = flags.Data; 222 | var neighborData = neighbor.Data; 223 | var constraintData = constraint.Data; 224 | for (var i = 0; i < nc; ++i) 225 | { 226 | var c = cellsData[i]; 227 | for (var j = 0; j < 3; ++j) 228 | { 229 | var x = 0; 230 | var y = 0; 231 | 232 | switch (j) 233 | { 234 | case 0: 235 | x = c.x; 236 | y = c.y; 237 | break; 238 | case 1: 239 | x = c.y; 240 | y = c.z; 241 | break; 242 | case 2: 243 | x = c.z; 244 | y = c.x; 245 | break; 246 | } 247 | 248 | var a = neighborData[3 * i + j] = Locate(cells, y, x, triangles.Opposite(y, x)); 249 | var b = constraintData[3 * i + j] = triangles.IsConstraint(x, y); 250 | if (a < 0) 251 | { 252 | if (b) 253 | { 254 | next.Push(ref i); 255 | } 256 | else 257 | { 258 | active.Push(ref i); 259 | flagsData[i] = 1; 260 | } 261 | 262 | if (Infinity) 263 | { 264 | var v = new Int3(y, x, -1); 265 | boundary.Push(ref v); 266 | } 267 | } 268 | } 269 | } 270 | 271 | return index; 272 | } 273 | 274 | private int Locate(WorkBuffer cells, int a, int b, int c) 275 | { 276 | var x = a; 277 | var y = b; 278 | var z = c; 279 | if (b < c) 280 | { 281 | if (b < a) 282 | { 283 | x = b; 284 | y = c; 285 | z = a; 286 | } 287 | } 288 | else if (c < a) 289 | { 290 | x = c; 291 | y = a; 292 | z = b; 293 | } 294 | 295 | if (x < 0) 296 | { 297 | return -1; 298 | } 299 | 300 | return BinarySearch.EQ(cells.Data, new Int3(x, y, z), 0, cells.UsedSize - 1); 301 | } 302 | 303 | private void FilterCells(WorkBuffer cells, WorkBuffer flags) 304 | { 305 | var ptr = 0; 306 | var n = cells.UsedSize; 307 | var cellsData = cells.Data; 308 | var flagsData = flags.Data; 309 | for (var i = 0; i < n; ++i) { 310 | if(flagsData[i] == Target) 311 | { 312 | 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m_LocalScale: {x: 1, y: 1, z: 1} 381 | m_Children: [] 382 | m_Father: {fileID: 0} 383 | m_RootOrder: 1 384 | m_LocalEulerAnglesHint: {x: 50, y: -30, z: 0} 385 | -------------------------------------------------------------------------------- /Assets/SVGMeshUnity/Runtime/Internals/Cdt2d/MonotoneTriangulation.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | 6 | namespace SVGMeshUnity.Internals.Cdt2d 7 | { 8 | public class MonotoneTriangulation 9 | { 10 | private static readonly bool Verbose = false; 11 | 12 | public WorkBufferPool WorkBufferPool; 13 | 14 | private enum EventType 15 | { 16 | Point = 0, 17 | End = 1, 18 | Start = 2, 19 | } 20 | 21 | //An event in the sweep line procedure 22 | private class Event : IComparable 23 | { 24 | public Vector2 A; 25 | public Vector2 B; 26 | public EventType Type; 27 | public int Index; 28 | 29 | //This is used to compare events for the sweep line procedure 30 | // Points are: 31 | // 1. sorted lexicographically 32 | // 2. sorted by type (point < end < start) 33 | // 3. segments sorted by winding order 34 | // 4. sorted by index 35 | public int CompareTo(Event b) 36 | { 37 | var d = 0; 38 | 39 | d = Sign(A.x - b.A.x); 40 | if (d != 0) return d; 41 | 42 | d = Sign(A.y - b.A.y); 43 | if (d != 0) return d; 44 | 45 | d = Type - b.Type; 46 | if (d != 0) return d; 47 | 48 | if (Type != EventType.Point) 49 | { 50 | d = Sign(Robust.Orientation(A, B, b.B)); 51 | if (d != 0) return d; 52 | } 53 | 54 | return Index - b.Index; 55 | } 56 | } 57 | 58 | //A partial convex hull fragment, made of two unimonotone polygons 59 | private class PartialHull 60 | { 61 | public Vector2 A; 62 | public Vector2 B; 63 | public int Index; 64 | public WorkBuffer LowerIds = new WorkBuffer(8); 65 | public WorkBuffer UpperIds = new WorkBuffer(8); 66 | } 67 | 68 | public void BuildTriangles(MeshData data) 69 | { 70 | var numPoints = data.Vertices.Count; 71 | var numEdges = data.Edges.Count; 72 | 73 | data.Triangles.Capacity = numPoints * 3; 74 | 75 | var events = WorkBufferPool.Get(); 76 | if (events.NewForClass == null) 77 | { 78 | events.NewForClass = () => new Event(); 79 | } 80 | 81 | //Create point events 82 | for (var i = 0; i < numPoints; ++i) 83 | { 84 | var e = events.Push(); 85 | e.A = data.Vertices[i]; 86 | e.B = Vector2.zero; 87 | e.Type = EventType.Point; 88 | e.Index = i; 89 | } 90 | 91 | //Create edge events 92 | for(var i=0; i b.x) 115 | { 116 | { 117 | var e = events.Push(); 118 | e.A = b; 119 | e.B = a; 120 | e.Type = EventType.Start; 121 | e.Index = i; 122 | } 123 | { 124 | var e = events.Push(); 125 | e.A = a; 126 | e.B = b; 127 | e.Type = EventType.End; 128 | e.Index = i; 129 | } 130 | } 131 | } 132 | 133 | //Sort events 134 | WorkBuffer.Sort(events); 135 | 136 | if (Verbose) 137 | { 138 | DumpEvents(events); 139 | } 140 | 141 | //Initialize hull 142 | var minX = events.Data[0].A.x - 1f; 143 | var hulls = WorkBufferPool.Get(); 144 | if (hulls.NewForClass == null) 145 | { 146 | hulls.NewForClass = () => new PartialHull(); 147 | } 148 | var h = hulls.Push(); 149 | h.A = new Vector2(minX, 1f); 150 | h.B = new Vector2(minX, 0f); 151 | h.Index = -1; 152 | h.LowerIds.Clear(); 153 | h.UpperIds.Clear(); 154 | 155 | //Process events in order 156 | var numEvents = events.UsedSize; 157 | for (var i = 0; i < numEvents; ++i) 158 | { 159 | var e = events.Data[i]; 160 | 161 | if (Verbose) 162 | { 163 | Debug.Log(""); 164 | Debug.Log(i); 165 | DumpEvent(e); 166 | } 167 | 168 | switch (e.Type) 169 | { 170 | case EventType.Point: 171 | AddPoint(data.Triangles, hulls, data.Vertices, e.A, e.Index); 172 | break; 173 | case EventType.Start: 174 | SplitHulls(hulls, e); 175 | break; 176 | case EventType.End: 177 | MergeHulls(hulls, e); 178 | break; 179 | } 180 | 181 | if (Verbose) 182 | { 183 | Debug.Log(""); 184 | } 185 | } 186 | 187 | WorkBufferPool.Release(ref hulls); 188 | WorkBufferPool.Release(ref events); 189 | } 190 | 191 | private static int Sign(float n) 192 | { 193 | if (n < 0f) 194 | { 195 | return -1; 196 | } 197 | 198 | if (n > 0f) 199 | { 200 | return 1; 201 | } 202 | 203 | return 0; 204 | } 205 | 206 | private void AddPoint(List cells, WorkBuffer hulls, List points, Vector2 p, int idx) 207 | { 208 | var lo = BinarySearch.LT(hulls.Data, p, TestPoint.Default, 0, hulls.UsedSize - 1); 209 | var hi = BinarySearch.GT(hulls.Data, p, TestPoint.Default, 0, hulls.UsedSize - 1); 210 | for (var i = lo; i < hi; ++i) 211 | { 212 | var hull = hulls.Data[i]; 213 | 214 | //Insert p into lower hull 215 | { 216 | var lowerIds = hull.LowerIds; 217 | var m = lowerIds.UsedSize; 218 | var lowerIdsData = lowerIds.Data; 219 | while (m > 1 && Robust.Orientation(points[lowerIdsData[m - 2]], points[lowerIdsData[m - 1]], p) > 0f) 220 | { 221 | cells.Add(lowerIdsData[m - 1]); 222 | cells.Add(lowerIdsData[m - 2]); 223 | cells.Add(idx); 224 | m -= 1; 225 | } 226 | 227 | if (m < lowerIds.UsedSize) 228 | { 229 | lowerIds.RemoveLast(lowerIds.UsedSize - m); 230 | } 231 | 232 | lowerIds.Push(ref idx); 233 | } 234 | 235 | //Insert p into upper hull 236 | { 237 | var upperIds = hull.UpperIds; 238 | var m = upperIds.UsedSize; 239 | var upperIdsData = upperIds.Data; 240 | while (m > 1 && Robust.Orientation(points[upperIdsData[m - 2]], points[upperIdsData[m - 1]], p) < 0f) 241 | { 242 | cells.Add(upperIdsData[m - 2]); 243 | cells.Add(upperIdsData[m - 1]); 244 | cells.Add(idx); 245 | m -= 1; 246 | } 247 | 248 | if (m < upperIds.UsedSize) 249 | { 250 | upperIds.RemoveLast(upperIds.UsedSize - m); 251 | } 252 | 253 | upperIds.Push(ref idx); 254 | } 255 | } 256 | 257 | if (Verbose) 258 | { 259 | Debug.Log("Add"); 260 | DumpHulls(hulls); 261 | hulls.Dump(); 262 | } 263 | } 264 | 265 | private void SplitHulls(WorkBuffer hulls, Event e) 266 | { 267 | var splitIdx = BinarySearch.LE(hulls.Data, e, FindSplit.Default, 0, hulls.UsedSize - 1); 268 | var hull = hulls.Data[splitIdx]; 269 | var upperIds = hull.UpperIds; 270 | var x = upperIds.Data[upperIds.UsedSize - 1]; 271 | hull.UpperIds = new WorkBuffer(8); 272 | hull.UpperIds.Push(ref x); 273 | var h = hulls.Insert(splitIdx + 1); 274 | h.A = e.A; 275 | h.B = e.B; 276 | h.Index = e.Index; 277 | h.LowerIds.Clear(); 278 | h.LowerIds.Push(ref x); 279 | h.UpperIds = upperIds; 280 | 281 | if (Verbose) 282 | { 283 | Debug.Log("Split: " + splitIdx); 284 | DumpHulls(hulls); 285 | hulls.Dump(); 286 | } 287 | } 288 | 289 | private void MergeHulls(WorkBuffer hulls, Event e) 290 | { 291 | //Swap pointers for merge search 292 | var tmp = e.A; 293 | e.A = e.B; 294 | e.B = tmp; 295 | var mergeIdx = BinarySearch.EQ(hulls.Data, e, FindSplit.Default, 0, hulls.UsedSize - 1); 296 | var upper = hulls.Data[mergeIdx]; 297 | var lower = hulls.Data[mergeIdx - 1]; 298 | lower.UpperIds = upper.UpperIds; 299 | hulls.RemoveAt(mergeIdx); 300 | 301 | if (Verbose) 302 | { 303 | Debug.Log("Merge: " + mergeIdx); 304 | DumpHulls(hulls); 305 | hulls.Dump(); 306 | } 307 | } 308 | 309 | private class TestPoint : BinarySearch.IComparer 310 | { 311 | public static readonly TestPoint Default = new TestPoint(); 312 | 313 | public int Compare(PartialHull hull, Vector2 p) 314 | { 315 | return Sign(Robust.Orientation(hull.A, hull.B, p)); 316 | } 317 | } 318 | 319 | private class FindSplit : BinarySearch.IComparer 320 | { 321 | public static readonly FindSplit Default = new FindSplit(); 322 | 323 | public int Compare(PartialHull hull, Event edge) 324 | { 325 | var d = 0; 326 | 327 | if (hull.A.x < edge.A.x) 328 | { 329 | d = Sign(Robust.Orientation(hull.A, hull.B, edge.A)); 330 | } else 331 | { 332 | d = Sign(Robust.Orientation(edge.B, edge.A, hull.A)); 333 | } 334 | 335 | if (d != 0) return d; 336 | 337 | if (edge.B.x < hull.B.x) 338 | { 339 | d = Sign(Robust.Orientation(hull.A, hull.B, edge.B)); 340 | } else 341 | { 342 | d = Sign(Robust.Orientation(edge.B, edge.A, hull.B)); 343 | } 344 | 345 | if (d != 0) return d; 346 | 347 | return hull.Index - edge.Index; 348 | } 349 | } 350 | 351 | 352 | #region Debug 353 | 354 | private void DumpEvent(Event _) 355 | { 356 | Debug.Log(string.Format("{{ a: {0}, b: {1}, type: {2}, idx: {3} }}", _.A, _.B, _.Type, _.Index)); 357 | } 358 | 359 | private void DumpEvents(WorkBuffer events) 360 | { 361 | Debug.Log(events.Data.Take(events.UsedSize) 362 | .Select(_ => string.Format("{{ a: {0}, b: {1}, type: {2}, idx: {3} }}", _.A, _.B, _.Type, _.Index)) 363 | .Aggregate("", (_, s) => _ + s + "\n")); 364 | } 365 | 366 | private void DumpHulls(WorkBuffer hulls) 367 | { 368 | Debug.Log(hulls.Data.Take(hulls.UsedSize) 369 | .Select(_ => string.Format("{{ a: {0}, b: {1}, idx: {2}, lowerIds: [ {3} ], upperIds: [ {4} ] }}", _.A, _.B, _.Index, ToString(_.LowerIds), ToString(_.UpperIds))) 370 | .Aggregate("", (_, s) => _ + s + "\n")); 371 | } 372 | 373 | private string ToString(WorkBuffer list) 374 | { 375 | return string.Join(", ", list.Data.Take(list.UsedSize).Select(_ => _.ToString()).ToArray()); 376 | } 377 | 378 | #endregion 379 | } 380 | } -------------------------------------------------------------------------------- /Assets/Samples/Scripts/Cut.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using SVGMeshUnity; 5 | using UnityEngine; 6 | using Random = UnityEngine.Random; 7 | 8 | public class Cut : MonoBehaviour 9 | { 10 | class Rect : MonoBehaviour 11 | { 12 | public Vector2 A; 13 | public Vector2 B; 14 | public Vector2 C; 15 | public Vector2 D; 16 | 17 | public Vector2 PrevA; 18 | public Vector2 PrevB; 19 | public Vector2 PrevC; 20 | public Vector2 PrevD; 21 | 22 | public Vector4 R; 23 | 24 | public Vector2 Velocity; 25 | 26 | public Func, Rect> NewRect; 27 | 28 | private SVGData SVG; 29 | private SVGMesh Mesh; 30 | 31 | void Start() 32 | { 33 | SVG = new SVGData(); 34 | Mesh = GetComponent(); 35 | 36 | PrevA = A; 37 | PrevB = B; 38 | PrevC = C; 39 | PrevD = D; 40 | 41 | Render(); 42 | } 43 | 44 | void Update() 45 | { 46 | Update(Time.deltaTime); 47 | Render(); 48 | } 49 | 50 | private void Update(float dt) 51 | { 52 | R = Vector4.Lerp(Vector4.one * 0.6f, R, Mathf.Exp(-0.5f * dt)); 53 | 54 | PrevA = A; 55 | PrevB = B; 56 | PrevC = C; 57 | PrevD = D; 58 | 59 | A += Velocity; 60 | B += Velocity; 61 | C += Velocity; 62 | D += Velocity; 63 | 64 | Velocity = Vector2.Lerp(Vector2.zero, Velocity, Mathf.Exp(-5f * dt)); 65 | } 66 | 67 | private void Render() 68 | { 69 | SVG.Clear(); 70 | Draw(SVG); 71 | Mesh.Fill(SVG); 72 | } 73 | 74 | private void Draw(SVGData svg) 75 | { 76 | DrawR(svg, A, D, B, R.x, true); 77 | DrawR(svg, B, A, C, R.y); 78 | DrawR(svg, C, B, D, R.z); 79 | DrawR(svg, D, C, A, R.w); 80 | } 81 | 82 | private void DrawR(SVGData svg, Vector2 p, Vector2 pPrev, Vector2 pNext, float r, bool first = false) 83 | { 84 | var angle0 = Mathf.Atan2(p.y - pNext.y, p.x - pNext.x); 85 | var angle1 = Mathf.Atan2(p.y - pPrev.y, p.x - pPrev.x); 86 | 87 | if (angle0 > angle1) 88 | { 89 | angle0 = angle0 - Mathf.PI * 2f; 90 | } 91 | 92 | var angleBetween = Mathf.Lerp(angle0, angle1, 0.5f); 93 | 94 | var cx = p.x - Mathf.Cos(angleBetween) * r * Mathf.Sqrt(2f); 95 | var cy = p.y - Mathf.Sin(angleBetween) * r * Mathf.Sqrt(2f); 96 | 97 | var x0 = cx + Mathf.Cos(angle0) * r; 98 | var y0 = cy + Mathf.Sin(angle0) * r; 99 | var x1 = cx + Mathf.Cos(angle1) * r; 100 | var y1 = cy + Mathf.Sin(angle1) * r; 101 | 102 | var a = r * (4f / 3f) * Mathf.Tan((angle1 - angle0) / 4f); 103 | var inAngle = angle0 + Mathf.PI * 0.5f; 104 | var inX = x0 + Mathf.Cos(inAngle) * a; 105 | var inY = y0 + Mathf.Sin(inAngle) * a; 106 | var outAngle = angle1 - Mathf.PI * 0.5f; 107 | var outX = x1 + Mathf.Cos(outAngle) * a; 108 | var outY = y1 + Mathf.Sin(outAngle) * a; 109 | 110 | if (first) 111 | { 112 | svg.Move(x0, y0); 113 | } 114 | else 115 | { 116 | svg.Line(x0, y0); 117 | } 118 | 119 | svg.Curve(inX, inY, outX, outY, x1, y1); 120 | } 121 | 122 | public void Split(Vector2 p1, Vector2 p2, List rects) 123 | { 124 | var ab = GetIntersection(p1, p2, A, B); 125 | var bc = GetIntersection(p1, p2, B, C); 126 | var cd = GetIntersection(p1, p2, C, D); 127 | var da = GetIntersection(p1, p2, D, A); 128 | 129 | var vel = Random.Range(0.001f, 0.002f) * 6f; 130 | var vel2 = Random.Range(0.006f, 0.007f) * 6f; 131 | 132 | if (ab != null && cd != null) 133 | { 134 | rects.Add(NewRect(r => 135 | { 136 | r.A = A; 137 | r.B = ab.Value; 138 | r.C = cd.Value; 139 | r.D = D; 140 | r.R = new Vector4(R.x, 0f, 0f, R.w); 141 | r.Velocity = Velocity + new Vector2(vel, vel2); 142 | })); 143 | rects.Add(NewRect(r => 144 | { 145 | r.A = ab.Value; 146 | r.B = B; 147 | r.C = C; 148 | r.D = cd.Value; 149 | r.R = new Vector4(0f, R.y, R.z, 0f); 150 | r.Velocity = Velocity - new Vector2(vel, vel2); 151 | })); 152 | Destroy(gameObject); 153 | } 154 | 155 | if (bc != null && da != null) 156 | { 157 | rects.Remove(this); 158 | rects.Add(NewRect(r => 159 | { 160 | r.A = A; 161 | r.B = B; 162 | r.C = bc.Value; 163 | r.D = da.Value; 164 | r.R = new Vector4(R.x, R.y, 0f, 0f); 165 | r.Velocity = Velocity + new Vector2(vel2, vel); 166 | })); 167 | rects.Add(NewRect(r => 168 | { 169 | r.A = da.Value; 170 | r.B = bc.Value; 171 | r.C = C; 172 | r.D = D; 173 | r.R = new Vector4(0f, 0f, R.z, R.w); 174 | r.Velocity = Velocity - new Vector2(vel2, vel); 175 | })); 176 | Destroy(gameObject); 177 | } 178 | } 179 | 180 | private Vector2? GetIntersection(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4) 181 | { 182 | var d = (p2.x - p1.x) * (p4.y - p3.y) - (p2.y - p1.y) * (p4.x - p3.x); 183 | if (d == 0f) 184 | { 185 | return null; 186 | } 187 | 188 | var u = ((p3.x - p1.x) * (p4.y - p3.y) - (p3.y - p1.y) * (p4.x - p3.x)) / d; 189 | var v = ((p3.x - p1.x) * (p2.y - p1.y) - (p3.y - p1.y) * (p2.x - p1.x)) / d; 190 | if (u < 0.0f || u > 1.0f) 191 | { 192 | return null; 193 | } 194 | if (v < 0.0f || v > 1.0f) 195 | { 196 | return null; 197 | } 198 | 199 | return Vector2.Lerp(p1, p2, u); 200 | } 201 | 202 | public bool HitTest(Rect other) 203 | { 204 | var vel = 0.01f; 205 | 206 | if (IsCollided(A, B, other)) 207 | { 208 | Velocity += Vector2.down * vel; 209 | other.Velocity += Vector2.up * vel; 210 | return true; 211 | } 212 | 213 | if (IsCollided(B, C, other)) 214 | { 215 | Velocity += Vector2.right * vel; 216 | other.Velocity += Vector2.left * vel; 217 | return true; 218 | } 219 | 220 | if (IsCollided(C, D, other)) 221 | { 222 | Velocity += Vector2.up * vel; 223 | other.Velocity += Vector2.down * vel; 224 | return true; 225 | } 226 | 227 | if (IsCollided(D, A, other)) 228 | { 229 | Velocity += Vector2.left * vel; 230 | other.Velocity += Vector2.right * vel; 231 | return true; 232 | } 233 | 234 | return false; 235 | } 236 | 237 | private bool IsCollided(Vector2 p1, Vector2 p2, Rect other) 238 | { 239 | return 240 | GetIntersection(p1, p2, other.A, other.PrevA) != null || 241 | GetIntersection(p1, p2, other.B, other.PrevB) != null || 242 | GetIntersection(p1, p2, other.C, other.PrevC) != null || 243 | GetIntersection(p1, p2, other.D, other.PrevD) != null; 244 | } 245 | } 246 | 247 | [SerializeField] private GameObject Prefab; 248 | [SerializeField] private SVGMesh LineMesh; 249 | 250 | private List Rects = new List(); 251 | private SVGData LineSVG; 252 | private Vector2 DragStart; 253 | private bool IsDragging; 254 | 255 | void Start() 256 | { 257 | Rects.Add(NewRect(r => 258 | { 259 | r.A = new Vector2(3f, 3f); 260 | r.B = new Vector2(-3f, 3f); 261 | r.C = new Vector2(-3f, -3f); 262 | r.D = new Vector2(3f, -3f); 263 | })); 264 | 265 | LineSVG = new SVGData(); 266 | } 267 | 268 | void Update() 269 | { 270 | Rects.RemoveAll(r => r == null); 271 | 272 | for (var i = 0; i < Rects.Count; ++i) 273 | { 274 | for (var j = i + 1; j < Rects.Count; ++j) 275 | { 276 | if (Rects[i].HitTest(Rects[j])) 277 | { 278 | continue; 279 | } 280 | if (Rects[j].HitTest(Rects[i])) 281 | { 282 | continue; 283 | } 284 | } 285 | } 286 | 287 | LineSVG.Clear(); 288 | 289 | if (IsDragging) 290 | { 291 | var p = GetMousePoint(); 292 | 293 | if (Input.GetMouseButton(0)) 294 | { 295 | DrawLine(LineSVG, DragStart, p); 296 | } 297 | else 298 | { 299 | IsDragging = false; 300 | 301 | foreach (var r in Rects.ToList()) 302 | { 303 | r.Split(DragStart, p, Rects); 304 | } 305 | } 306 | } 307 | else 308 | { 309 | if (Input.GetMouseButtonDown(0)) 310 | { 311 | DragStart = GetMousePoint(); 312 | IsDragging = true; 313 | } 314 | } 315 | 316 | LineMesh.Fill(LineSVG); 317 | } 318 | 319 | private Vector2 GetMousePoint() 320 | { 321 | var ray = Camera.main.ScreenPointToRay(Input.mousePosition); 322 | var enter = 0f; 323 | if (new Plane(Vector3.forward, Vector3.zero).Raycast(ray, out enter)) 324 | { 325 | return Vector2.Scale(ray.GetPoint(enter), new Vector2(1f, -1f)); 326 | } 327 | return Vector2.zero; 328 | } 329 | 330 | private Rect NewRect(Action f) 331 | { 332 | var g = Instantiate(Prefab, transform); 333 | var r = g.AddComponent(); 334 | r.NewRect = NewRect; 335 | f(r); 336 | g.SetActive(true); 337 | return r; 338 | } 339 | 340 | private void DrawLine(SVGData svg, Vector2 from, Vector2 to) 341 | { 342 | var r = 0.07f; 343 | var length = (to - from).magnitude; 344 | var angle = Mathf.Atan2(to.y - from.y, to.x - from.x); 345 | var matrix = new Matrix4x4(); 346 | matrix.SetTRS((Vector3)from, Quaternion.Euler(new Vector3(0f, 0f, angle * Mathf.Rad2Deg)), Vector3.one); 347 | 348 | var lineW = 1.7f; 349 | var interval = 0.2f; 350 | var s = 0f; 351 | for (;;) 352 | { 353 | var len = Mathf.Min(lineW, length - s); 354 | 355 | var a = new Vector2(s + len, r); 356 | var b = new Vector2(s, r); 357 | var c = new Vector2(s, -r); 358 | var d = new Vector2(s + len, -r); 359 | 360 | DrawR(svg, a, d, b, r, matrix, true); 361 | DrawR(svg, b, a, c, r, matrix); 362 | DrawR(svg, c, b, d, r, matrix); 363 | DrawR(svg, d, c, a, r, matrix); 364 | 365 | s += lineW + interval; 366 | 367 | if (s > length) 368 | { 369 | break; 370 | } 371 | } 372 | } 373 | 374 | private void DrawR(SVGData svg, Vector2 p, Vector2 pPrev, Vector2 pNext, float r, Matrix4x4 matrix, bool first = false) 375 | { 376 | var angle0 = Mathf.Atan2(p.y - pNext.y, p.x - pNext.x); 377 | var angle1 = Mathf.Atan2(p.y - pPrev.y, p.x - pPrev.x); 378 | 379 | if (angle0 > angle1) 380 | { 381 | angle0 = angle0 - Mathf.PI * 2f; 382 | } 383 | 384 | var angleBetween = Mathf.Lerp(angle0, angle1, 0.5f); 385 | 386 | var cx = p.x - Mathf.Cos(angleBetween) * r * Mathf.Sqrt(2f); 387 | var cy = p.y - Mathf.Sin(angleBetween) * r * Mathf.Sqrt(2f); 388 | 389 | var x0 = cx + Mathf.Cos(angle0) * r; 390 | var y0 = cy + Mathf.Sin(angle0) * r; 391 | var x1 = cx + Mathf.Cos(angle1) * r; 392 | var y1 = cy + Mathf.Sin(angle1) * r; 393 | 394 | var a = r * (4f / 3f) * Mathf.Tan((angle1 - angle0) / 4f); 395 | var inAngle = angle0 + Mathf.PI * 0.5f; 396 | var inX = x0 + Mathf.Cos(inAngle) * a; 397 | var inY = y0 + Mathf.Sin(inAngle) * a; 398 | var outAngle = angle1 - Mathf.PI * 0.5f; 399 | var outX = x1 + Mathf.Cos(outAngle) * a; 400 | var outY = y1 + Mathf.Sin(outAngle) * a; 401 | 402 | var p0 = matrix.MultiplyPoint(new Vector3(x0, y0)); 403 | var p1 = matrix.MultiplyPoint(new Vector3(x1, y1)); 404 | var pIn = matrix.MultiplyPoint(new Vector3(inX, inY)); 405 | var pOut = matrix.MultiplyPoint(new Vector3(outX, outY)); 406 | 407 | if (first) 408 | { 409 | svg.Move(p0); 410 | } 411 | else 412 | { 413 | svg.Line(p0); 414 | } 415 | 416 | svg.Curve(pIn, pOut, p1); 417 | } 418 | } --------------------------------------------------------------------------------