├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── PresetManager.asset ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── VFXManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset └── GraphicsSettings.asset ├── Assets ├── TextMesh Pro │ ├── Resources │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Following Characters.txt │ │ ├── Shaders │ │ │ ├── TMPro.cginc.meta │ │ │ ├── TMP_Bitmap.shader.meta │ │ │ ├── TMP_SDF.shader.meta │ │ │ ├── TMP_SDF Overlay.shader.meta │ │ │ ├── TMP_SDF-Mobile.shader.meta │ │ │ ├── TMP_SDF-Surface.shader.meta │ │ │ ├── TMPro_Properties.cginc.meta │ │ │ ├── TMPro_Surface.cginc.meta │ │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ │ ├── TMP_Sprite.shader.meta │ │ │ └── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP Settings.asset.meta │ │ ├── Sprite Assets │ │ │ └── EmojiOne.asset.meta │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Shaders.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ └── LiberationSans SDF - Fallback.asset.meta │ │ ├── Sprite Assets.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ └── Default Style Sheet.asset.meta │ │ ├── Fonts & Materials.meta │ │ └── TMP Settings.asset │ ├── Sprites │ │ ├── EmojiOne.png │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne Attribution.txt │ │ └── EmojiOne.json.meta │ ├── Fonts │ │ ├── LiberationSans.ttf │ │ ├── LiberationSans - OFL.txt.meta │ │ └── LiberationSans.ttf.meta │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Resources.meta │ ├── Sprites.meta │ └── Documentation.meta ├── _Habrador Computational Geometry Library │ ├── readme.txt │ ├── readme.txt.meta │ ├── 9. Other.meta │ ├── 1. Intersection.meta │ ├── 2. Generate Mesh.meta │ ├── 8. Deform mesh.meta │ ├── 3. Convex Hull │ │ ├── 2d.meta │ │ ├── 3d.meta │ │ ├── 2d │ │ │ ├── QuickhullAlgorithm2D.cs.meta │ │ │ └── JarvisMarchAlgorithm2D.cs.meta │ │ ├── 3d │ │ │ └── IterativeHullAlgorithm3D.cs.meta │ │ └── _ConvexHull.cs.meta │ ├── 8. Deform mesh │ │ ├── Decals.meta │ │ ├── Simplification.meta │ │ ├── Cut mesh with plane.meta │ │ ├── Simplification │ │ │ ├── Quadric Error Metric.meta │ │ │ ├── RemoveUnwantedTriangles.cs.meta │ │ │ └── Quadric Error Metric │ │ │ │ ├── QEM_Edge.cs.meta │ │ │ │ └── MeshSimplification_QEM.cs.meta │ │ └── Cut mesh with plane │ │ │ ├── Hole.cs.meta │ │ │ ├── CutMeshWithPlane.cs.meta │ │ │ └── Hole.cs │ ├── 4. Triangulation │ │ ├── Delaunay.meta │ │ ├── Ear Clipping.meta │ │ ├── Marching squares.meta │ │ ├── Marching squares │ │ │ ├── Node.cs.meta │ │ │ ├── Square.cs.meta │ │ │ ├── ControlNode.cs.meta │ │ │ ├── SquareGrid.cs.meta │ │ │ ├── _MarchingSquares.cs.meta │ │ │ ├── Node.cs │ │ │ ├── ControlNode.cs │ │ │ └── Square.cs │ │ ├── TriangulateConvexHull.cs.meta │ │ ├── Delaunay │ │ │ ├── DelaunayFlipEdges.cs.meta │ │ │ ├── DelaunayMethods.cs.meta │ │ │ ├── ConstrainedDelaunaySloan.cs.meta │ │ │ ├── DelaunayIncrementalSloan.cs.meta │ │ │ └── _Delaunay.cs.meta │ │ ├── Ear Clipping │ │ │ ├── LinkedVertex.cs.meta │ │ │ ├── _EarClipping.cs.meta │ │ │ ├── EarClippingPolygon.cs.meta │ │ │ ├── EarClippingHoleMethods.cs.meta │ │ │ ├── LinkedVertex.cs │ │ │ └── EarClippingPolygon.cs │ │ ├── _TriangulatePoints.cs.meta │ │ ├── TriangleSplittingAlgorithm.cs.meta │ │ └── VisibleEdgesTriangulationAlgorithm.cs.meta │ ├── 7. Extrude mesh along curve.meta │ ├── 7. Extrude mesh along curve │ │ ├── Curves.meta │ │ ├── Extrude mesh.meta │ │ ├── Curves │ │ │ ├── _Curve.cs.meta │ │ │ ├── BezierCubic.cs.meta │ │ │ ├── BezierLinear.cs.meta │ │ │ ├── CatmullRom.cs.meta │ │ │ ├── BezierQuadratic.cs.meta │ │ │ └── _Curve.cs │ │ ├── _Interpolation.cs.meta │ │ ├── Extrude mesh │ │ │ ├── MeshProfile.cs.meta │ │ │ ├── ExtrudeMeshAlongCurve.cs.meta │ │ │ └── MeshProfile.cs │ │ ├── InterpolationHelpMethods.cs.meta │ │ └── InterpolationTransform.cs.meta │ ├── _Utility scripts │ │ ├── Data structures │ │ │ ├── Heap.meta │ │ │ ├── Half-edge.meta │ │ │ ├── Line.cs │ │ │ ├── AABB.cs.meta │ │ │ ├── Box.cs.meta │ │ │ ├── Line.cs.meta │ │ │ ├── Heap │ │ │ │ ├── Heap.cs.meta │ │ │ │ ├── IHeapItem.cs.meta │ │ │ │ └── IHeapItem.cs │ │ │ ├── MyMesh.cs.meta │ │ │ ├── MyVector2.cs.meta │ │ │ ├── MyVector3.cs.meta │ │ │ ├── Polygon.cs.meta │ │ │ ├── Triangle.cs.meta │ │ │ ├── MyMeshVertex.cs.meta │ │ │ ├── MyQuaternion.cs.meta │ │ │ ├── MyVector2Int.cs.meta │ │ │ ├── Half-edge │ │ │ │ ├── DebugHalfEdge.cs.meta │ │ │ │ ├── HalfEdgeData2.cs.meta │ │ │ │ ├── HalfEdgeData3.cs.meta │ │ │ │ ├── HalfEdgeHelpMethods.cs.meta │ │ │ │ └── DebugHalfEdge.cs │ │ │ ├── Edge.cs.meta │ │ │ ├── Plane.cs.meta │ │ │ ├── Ray.cs.meta │ │ │ ├── _TransformBetweenDataStructures.cs.meta │ │ │ ├── MyVector2Int.cs │ │ │ ├── Polygon.cs │ │ │ ├── MyMeshVertex.cs │ │ │ ├── Ray.cs │ │ │ ├── Edge.cs │ │ │ └── Plane.cs │ │ ├── Data structures.meta │ │ ├── Normalizer.cs.meta │ │ ├── ExtensionMethods.cs.meta │ │ ├── HelpMethods.cs.meta │ │ ├── MathUtility.cs.meta │ │ ├── BooleanOperations.cs.meta │ │ ├── BooleanOperations.cs │ │ └── HelpMethods.cs │ ├── 3. Convex Hull.meta │ ├── 4. Triangulation.meta │ ├── _Utility scripts.meta │ ├── 5. Voronoi diagram.meta │ ├── 6. Polygon clipping.meta │ ├── 2. Generate Mesh │ │ ├── Grid.cs.meta │ │ ├── Shapes.cs.meta │ │ └── _GenerateMesh.cs.meta │ ├── 5. Voronoi diagram │ │ ├── Voronoi.cs.meta │ │ ├── _Voronoi.cs.meta │ │ ├── Delaunay3DToVoronoiAlgorithm.cs.meta │ │ ├── DelaunayToVoronoiAlgorithm.cs.meta │ │ ├── VoronoiSiteBySiteAlgorithm.cs.meta │ │ └── _Voronoi.cs │ ├── 9. Other │ │ └── _Geometry.cs.meta │ ├── 1. Intersection │ │ ├── PointTriangulationIntersection.cs.meta │ │ └── _Intersections.cs.meta │ └── 6. Polygon clipping │ │ ├── SutherlandHodgmanModified.cs.meta │ │ ├── GreinerHormann.cs.meta │ │ └── SutherlandHodgman.cs.meta ├── Test scenes.meta ├── TextMesh Pro.meta ├── Test scenes │ ├── 4. Triangulation │ │ ├── delaunay.unity.meta │ │ ├── ear-clipping.unity.meta │ │ ├── Editor.meta │ │ ├── Marching.meta │ │ ├── Marching │ │ │ ├── metaCircles.unity.meta │ │ │ ├── marching-squares.unity.meta │ │ │ ├── Editor.meta │ │ │ ├── MetaCirclesController.cs.meta │ │ │ ├── Editor │ │ │ │ ├── MetaCirclesEditor.cs.meta │ │ │ │ ├── MarchingSquaresEditor.cs.meta │ │ │ │ ├── MetaCirclesEditor.cs │ │ │ │ └── MarchingSquaresEditor.cs │ │ │ └── MarchingSquaresController.cs.meta │ │ ├── Test points prefabs.meta │ │ ├── Test points prefabs │ │ │ ├── Test hole 2 - colinear.prefab.meta │ │ │ ├── Test points 3 - house.prefab.meta │ │ │ ├── Test hole 2 - colinear 2.prefab.meta │ │ │ ├── Test hole 2 - colinear 3.prefab.meta │ │ │ └── Test hole 2 - colinear 4.prefab.meta │ │ ├── triangulate-points.unity.meta │ │ ├── DelaunayController.cs.meta │ │ ├── EarClippingController.cs.meta │ │ ├── Editor │ │ │ ├── TriangulatePointsEditor.cs.meta │ │ │ ├── DelaunayControllerEditor.cs.meta │ │ │ ├── EarClippingControllerEditor.cs.meta │ │ │ └── TriangulatePointsEditor.cs │ │ └── TriangulatePointsController.cs.meta │ ├── 9. Other.meta │ ├── _Models.meta │ ├── 1. Intersection.meta │ ├── 2. Generate mesh │ │ ├── generate mesh.unity.meta │ │ ├── generate shapes.unity.meta │ │ ├── GenerateMeshController.cs.meta │ │ ├── GenerateShapesController.cs.meta │ │ └── GenerateMeshController.cs │ ├── 3. Convex hull.meta │ ├── 8. Deform mesh.meta │ ├── 8. Deform mesh │ │ ├── Decals │ │ │ ├── decals.unity.meta │ │ │ ├── Decal.mat.meta │ │ │ ├── Ground.mat.meta │ │ │ ├── Mesh.mat.meta │ │ │ ├── DecalsController.cs.meta │ │ │ ├── DecalsController.cs │ │ │ ├── Mesh.mat │ │ │ ├── Decal.mat │ │ │ └── Ground.mat │ │ ├── Decals.meta │ │ ├── Simplification.meta │ │ ├── Simplification │ │ │ ├── simplification.unity.meta │ │ │ ├── Editor.meta │ │ │ ├── Model.mat.meta │ │ │ ├── Ground.mat.meta │ │ │ ├── MeshSimplificationController.cs.meta │ │ │ ├── Editor │ │ │ │ └── MeshSimplificationControllerEditor.cs.meta │ │ │ ├── Ground.mat │ │ │ └── Model.mat │ │ ├── Cut mesh with plane.meta │ │ └── Cut mesh with plane │ │ │ ├── cut mesh with plane.unity.meta │ │ │ ├── Cut plane.mat.meta │ │ │ ├── Ground.mat.meta │ │ │ ├── Mesh to cut.mat.meta │ │ │ ├── NoCull.shader.meta │ │ │ ├── CutMeshWithPlaneController.cs.meta │ │ │ ├── NoCull.shader │ │ │ └── Ground.mat │ ├── _Help scripts.meta │ ├── 2. Generate mesh.meta │ ├── 3. Convex hull │ │ ├── 2d.meta │ │ ├── 3d.meta │ │ ├── 3d │ │ │ ├── Convex Hull 3d.unity.meta │ │ │ ├── Editor.meta │ │ │ ├── HullController3D.cs.meta │ │ │ └── Editor │ │ │ │ └── HullController3DEditor.cs.meta │ │ └── 2d │ │ │ ├── Convex Hull 2d.unity.meta │ │ │ └── HullController2D.cs.meta │ ├── 4. Triangulation.meta │ ├── 5. Voronoi diagram.meta │ ├── 6. Polygon clipping.meta │ ├── Algorithm visualization │ │ ├── visualizer.unity.meta │ │ ├── 3d │ │ │ ├── 3d visualizer.unity.meta │ │ │ ├── Algorithms.meta │ │ │ ├── Mesh.mat.meta │ │ │ ├── Point.mat.meta │ │ │ ├── Other mesh.mat.meta │ │ │ ├── Point active.mat.meta │ │ │ ├── NoCull.shader.meta │ │ │ ├── SpinAroundCamera.cs.meta │ │ │ ├── VisualizerController3D.cs.meta │ │ │ ├── Algorithms │ │ │ │ ├── VisualizeMergeEdgesQEM.cs.meta │ │ │ │ ├── VisualizeConstrainedDelaunay.cs.meta │ │ │ │ └── VisualizeIterativeConvexHull.cs.meta │ │ │ ├── SpinAroundAndMoveToDirectionCamera.cs.meta │ │ │ ├── NoCull.shader │ │ │ ├── Mesh.mat │ │ │ ├── Point.mat │ │ │ └── Other mesh.mat │ │ ├── 3d.meta │ │ ├── Algorithms.meta │ │ ├── VisualizerController.cs.meta │ │ └── Algorithms │ │ │ ├── GiftWrappingVisualizer.cs.meta │ │ │ ├── VisibleEdgeVisualizer.cs.meta │ │ │ ├── DelaunayFlipEdgesVisual.cs.meta │ │ │ └── DelaunayPointByPointVisual.cs.meta │ ├── 5. Voronoi diagram │ │ ├── 3d.meta │ │ ├── 3d │ │ │ ├── voronoi-sphere.unity.meta │ │ │ ├── Editor.meta │ │ │ ├── VertexColor.mat.meta │ │ │ ├── VertexColorUnlit.shader.meta │ │ │ ├── RotateSphere.cs.meta │ │ │ ├── VoronoiSphereController.cs.meta │ │ │ ├── Editor │ │ │ │ └── VoronoiSphereControllerEditor.cs.meta │ │ │ ├── RotateSphere.cs │ │ │ ├── VertexColorUnlit.shader │ │ │ └── VertexColor.mat │ │ ├── voronoi-diagram.unity.meta │ │ └── VoronoiController.cs.meta │ ├── 7. Extrude mesh along curve │ │ ├── extrude mesh.unity.meta │ │ ├── Mesh color.mat.meta │ │ ├── 2d road profile.asset.meta │ │ ├── DisplayInterpolation.cs.meta │ │ ├── ExtrudeMeshController.cs.meta │ │ └── Mesh color.mat │ ├── 9. Other │ │ ├── other.unity.meta │ │ └── OtherController.cs.meta │ ├── Algorithm visualization.meta │ ├── 7. Extrude mesh along curve.meta │ ├── 1. Intersection │ │ ├── Intersections.unity.meta │ │ └── IntersectionController.cs.meta │ ├── 6. Polygon clipping │ │ ├── polygon clipping.unity.meta │ │ └── PolygonClippingController.cs.meta │ ├── _Materials.meta │ ├── _Materials │ │ ├── Blue.mat.meta │ │ ├── Green.mat.meta │ │ ├── Red.mat.meta │ │ ├── Yellow.mat.meta │ │ ├── Blue.mat │ │ ├── Red.mat │ │ ├── Green.mat │ │ └── Yellow.mat │ └── _Help scripts │ │ ├── DisplayBoundingBox.cs.meta │ │ └── TestAlgorithmsHelpMethods.cs.meta └── _Habrador Computational Geometry Library.meta ├── _media ├── mesh-grid.png ├── mesh-arrow.png ├── mesh-circle.png ├── mesh-shapes.png ├── metacircles.png ├── convex-hull-2d.png ├── convex-hull-3d.png ├── ear-clipping.png ├── marching-squares.png ├── cut-mesh-with-plane.png ├── other-point-plane.png ├── other-point-vector.png ├── other-quadrilateral.png ├── mesh-connected-lines.png ├── other-passed-waypoint.png ├── voronoi-from-delaunay.png ├── intersections-aabb-aabb.png ├── intersections-line-line.png ├── intersections-line-plane.png ├── intersections-ray-plane.png ├── mesh-simplification-qem.png ├── polygon-clipping-greiner.png ├── interpolation-bezier-cubic.png ├── interpolation-catmull-rom.png ├── interpolation-extrude-mesh.png ├── intersections-plane-plane.png ├── intersections-point-circle.png ├── other-point-between-points.png ├── other-triangle-orientation.png ├── interpolation-bezier-linear.png ├── intersections-point-polygon.png ├── intersections-point-triangle.png ├── polygon-clipping-sutherland.png ├── triangulation-convex-polygon.png ├── triangulation-delaunay-sphere.png ├── triangulation-point-by-point.png ├── triangulation-visible-edges.png ├── voronoi-from-delaunay-sphere.png ├── interpolation-bezier-quadratic.png ├── intersections-triangle-triangle.png ├── other-closest-point-line-segment.png ├── triangulation-delaunay-constrained.png ├── triangulation-delaunay-flip-edges.png └── triangulation-delaunay-point-by-point.png ├── .gitignore ├── LICENSE ├── Packages └── manifest.json └── Logs └── Packages-Update.log /ProjectSettings/ProjectVersion.txt: 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Voronoi diagram/3d/RotateSphere.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 379ec71a3e907284f8da5ebef82d62d4 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/_Utility scripts/Data structures/Line.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | //THIS IS A REMINDER TO NOT IMPLEMENT LINE DATA STRUCTURE 8 | //USE EDGE INSTEAD WHICH IS THE SAME 9 | } 10 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_RenderPipeSettingsPath: 10 | m_FixedTimeStep: 0.016666668 11 | m_MaxDeltaTime: 0.05 12 | -------------------------------------------------------------------------------- /Assets/Test scenes/2. 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Voronoi diagram/3d/RotateSphere.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class RotateSphere : MonoBehaviour 6 | { 7 | public float turnSpeed = 0.5f; 8 | 9 | 10 | 11 | void Start() 12 | { 13 | 14 | } 15 | 16 | 17 | void Update() 18 | { 19 | transform.Rotate(Vector3.up, turnSpeed * Time.deltaTime); 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /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: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_AmbisonicDecoderPlugin: 16 | m_DisableAudio: 0 17 | m_VirtualizeEffects: 1 18 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/_Utility scripts/Data structures/Heap/IHeapItem.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using System; 5 | 6 | 7 | namespace Habrador_Computational_Geometry 8 | { 9 | //Interface for each item in the heap 10 | public interface IHeapItem : IComparable 11 | { 12 | int HeapIndex 13 | { 14 | get; 15 | set; 16 | } 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/_Utility scripts/Data structures/MyVector2Int.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | [System.Serializable] 8 | public struct MyVector2Int 9 | { 10 | public int x; 11 | 12 | public int y; 13 | 14 | public MyVector2Int(int x, int y) 15 | { 16 | this.x = x; 17 | this.y = y; 18 | } 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3265ab4bf004d28a9537516768c1c75 3 | timeCreated: 1484171297 4 | licenseType: Pro 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | userData: 18 | assetBundleName: 19 | assetBundleVariant: 20 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/4. Triangulation/Ear Clipping/LinkedVertex.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | public class LinkedVertex 8 | { 9 | public MyVector2 pos; 10 | 11 | public LinkedVertex prevLinkedVertex; 12 | public LinkedVertex nextLinkedVertex; 13 | 14 | public LinkedVertex(MyVector2 pos) 15 | { 16 | this.pos = pos; 17 | } 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/_Utility scripts/BooleanOperations.cs: -------------------------------------------------------------------------------- 1 | namespace Habrador_Computational_Geometry 2 | { 3 | //Different boolean operations 4 | //Intersection - Remove everything except where both A and B intersect 5 | //Difference - Remove from A where B intersect with A. Remove everything from B 6 | //ExclusiveOr - Remove from A and B where A and B intersect 7 | //Union - Combine A and B into one. Keep everything from A and B 8 | public enum BooleanOperation { Intersection, Difference, ExclusiveOr, Union } 9 | } 10 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | *.opendb 26 | 27 | # Unity3D generated meta files 28 | *.pidb.meta 29 | *.pdb.meta 30 | 31 | # Unity3D Generated File On Crash Reports 32 | sysinfo.txt 33 | 34 | # Builds 35 | *.apk 36 | *.unitypackage 37 | -------------------------------------------------------------------------------- /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 | - 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/_Habrador Computational Geometry Library/4. Triangulation/Marching squares/Node.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry.Marching_Squares 6 | { 7 | //The corners in the mesh 8 | public class Node 9 | { 10 | public MyVector2 pos; 11 | 12 | //Index in the mesh which will make it simpler to avoid duplicate vertices 13 | public int vertexIndex = -1; 14 | 15 | public Node(MyVector2 pos) 16 | { 17 | this.pos = pos; 18 | } 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /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: 1 10 | m_DefaultBehaviorMode: 0 11 | m_SpritePackerMode: 0 12 | m_SpritePackerPaddingPower: 1 13 | m_EtcTextureCompressorBehavior: 0 14 | m_EtcTextureFastCompressor: 2 15 | m_EtcTextureNormalCompressor: 2 16 | m_EtcTextureBestCompressor: 5 17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 18 | m_ProjectGenerationRootNamespace: 19 | m_UserGeneratedProjectSuffix: 20 | m_CollabEditorSettings: 21 | inProgressEnabled: 1 22 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/_Utility scripts/Data structures/Polygon.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | //Polygon in 2d space 8 | public struct Polygon2 9 | { 10 | public List vertices; 11 | 12 | 13 | public Polygon2(List vertices) 14 | { 15 | this.vertices = vertices; 16 | } 17 | } 18 | 19 | 20 | //Polygon in 3d space 21 | public struct Polygon3 22 | { 23 | public List vertices; 24 | 25 | 26 | public Polygon3(List vertices) 27 | { 28 | this.vertices = vertices; 29 | } 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/7. Extrude mesh along curve/Curves/_Curve.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | //A collection of classes to make the methods more general 6 | namespace Habrador_Computational_Geometry 7 | { 8 | //Base class for all curves 9 | public abstract class _Curve 10 | { 11 | //All child classes need to have these methods 12 | public abstract MyVector3 GetPosition(float t); 13 | 14 | public abstract float GetDerivative(float t); 15 | 16 | public abstract MyVector3 GetSecondDerivativeVec(float t); 17 | 18 | public abstract MyVector3 GetTangent(float t); 19 | 20 | //public abstract InterpolationTransform GetTransform(float t); 21 | } 22 | } 23 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/_Utility scripts/Data structures/MyMeshVertex.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | public struct MyMeshVertex 8 | { 9 | public MyVector3 position; 10 | public MyVector3 normal; 11 | public MyVector2 uv; 12 | 13 | public MyMeshVertex(MyVector3 position, MyVector3 normal) 14 | { 15 | this.position = position; 16 | this.normal = normal; 17 | 18 | this.uv = default; 19 | } 20 | 21 | public MyMeshVertex(MyVector3 position, MyVector3 normal, MyVector2 uv) 22 | { 23 | this.position = position; 24 | this.normal = normal; 25 | this.uv = uv; 26 | } 27 | } 28 | } 29 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/_Utility scripts/Data structures/Ray.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | //3D 8 | public class Ray3 9 | { 10 | public MyVector3 origin; 11 | 12 | public MyVector3 dir; 13 | 14 | 15 | public Ray3(MyVector3 origin, MyVector3 dir) 16 | { 17 | this.origin = origin; 18 | 19 | this.dir = dir; 20 | } 21 | } 22 | 23 | 24 | 25 | //2D 26 | public class Ray2 27 | { 28 | public MyVector2 origin; 29 | 30 | public MyVector2 dir; 31 | 32 | 33 | public Ray2(MyVector2 origin, MyVector2 dir) 34 | { 35 | this.origin = origin; 36 | 37 | this.dir = dir; 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/8. Deform mesh/Cut mesh with plane/Hole.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | public class Hole 8 | { 9 | public HalfEdgeData3 holeMeshI; 10 | public HalfEdgeData3 holeMeshO; 11 | 12 | //We need a single edge to make it easier to identify if a mesh should be merged with a hole 13 | public HalfEdge3 holeEdgeI; 14 | public HalfEdge3 holeEdgeO; 15 | 16 | public Hole(HalfEdgeData3 holeMeshI, HalfEdgeData3 holeMeshO, HalfEdge3 holeEdgeI, HalfEdge3 holeEdgeO) 17 | { 18 | this.holeMeshI = holeMeshI; 19 | this.holeMeshO = holeMeshO; 20 | 21 | this.holeEdgeI = holeEdgeI; 22 | this.holeEdgeO = holeEdgeO; 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /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: 0 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/_Habrador Computational Geometry Library/_Utility scripts/Data structures/Edge.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | //And edge between two vertices in 2d space 8 | public class Edge2 9 | { 10 | public MyVector2 p1; 11 | public MyVector2 p2; 12 | 13 | //Is this edge intersecting with another edge? 14 | public bool isIntersecting = false; 15 | 16 | public Edge2(MyVector2 p1, MyVector2 p2) 17 | { 18 | this.p1 = p1; 19 | this.p2 = p2; 20 | } 21 | } 22 | 23 | 24 | 25 | //And edge between two vertices in 3d space 26 | public struct Edge3 27 | { 28 | public MyVector3 p1; 29 | public MyVector3 p2; 30 | 31 | //Is this edge intersecting with another edge? 32 | //public bool isIntersecting = false; 33 | 34 | public Edge3(MyVector3 p1, MyVector3 p2) 35 | { 36 | this.p1 = p1; 37 | this.p2 = p2; 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2020 Erik Nordeus 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/5. Voronoi diagram/_Voronoi.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | //Generates Voronoi diagrams with different algorithms 8 | public static class _Voronoi 9 | { 10 | //Algorithm 1. Delaunay to Voronoi (Will also generate the delaunay) 11 | public static HashSet DelaunyToVoronoi(HashSet sites) 12 | { 13 | HashSet voronoiCells = DelaunayToVoronoiAlgorithm.GenerateVoronoiDiagram(sites); 14 | 15 | return voronoiCells; 16 | } 17 | 18 | 19 | 20 | //Algorithm 2. Voronoi by adding point after point 21 | 22 | 23 | 24 | //Algorithm 3. 3D Delaunay to Voronoi 25 | public static HashSet Delaunay3DToVoronoi(HalfEdgeData3 delaunayTriangulation) 26 | { 27 | HashSet voronoiCells = Delaunay3DToVoronoiAlgorithm.GenerateVoronoiDiagram(delaunayTriangulation); 28 | 29 | return voronoiCells; 30 | } 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/7. Extrude mesh along curve/Extrude mesh/MeshProfile.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | //Based on "Procedural Geometry - An Improvised Live Course" https://www.youtube.com/watch?v=6xs0Saff940 8 | 9 | [CreateAssetMenu(menuName = "My Assets/Mesh Profile")] 10 | public class MeshProfile : ScriptableObject 11 | { 12 | public Vertex[] vertices; 13 | 14 | //So we know how the vertices are connected 15 | //Sometimes we have multiple vertices at the same coordinate to get a sharp corner and those shouldnt be connected with a mesh 16 | //When adding these you should step around the profile clockwise to make it easier to make a mesh 17 | public MyVector2Int[] lineIndices; 18 | } 19 | 20 | 21 | [System.Serializable] 22 | public class Vertex 23 | { 24 | public MyVector2 point; 25 | public MyVector2 normal; 26 | //The u in uv (v is in the extrusion direction) 27 | public float u; 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /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/_Habrador Computational Geometry Library/_Utility scripts/Data structures/Half-edge/DebugHalfEdge.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | //Methods for display half-edge data 8 | public static class DebugHalfEdge 9 | { 10 | //Transform is to transform a point to global space, which can be null 11 | public static void DisplayEdgesWithNoOpposite(HashSet edges, Transform trans, Color color, float timer = 20f) 12 | { 13 | foreach (HalfEdge3 e in edges) 14 | { 15 | if (e.oppositeEdge != null) 16 | { 17 | continue; 18 | } 19 | 20 | Vector3 p1 = e.v.position.ToVector3(); 21 | Vector3 p2 = e.prevEdge.v.position.ToVector3(); 22 | 23 | //Local to global space 24 | if (trans != null) 25 | { 26 | p1 = trans.TransformPoint(p1); 27 | p2 = trans.TransformPoint(p2); 28 | } 29 | 30 | Debug.DrawLine(p1, p2, color, timer); 31 | } 32 | } 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/4. Triangulation/Marching squares/ControlNode.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry.Marching_Squares 6 | { 7 | //The corner switches that determines which mesh to pick 8 | //These are determined by the map we send to the algorithm, where each node can be either 1 or 0 9 | public class ControlNode : Node 10 | { 11 | public bool isActive; 12 | 13 | //Each node needs a reference to two other nodes, which are needed when we generate the mesh 14 | //These nodes are in the middle between two corners 15 | public Node above, right; 16 | 17 | //Each node might have a value, which is useful if we want to smooth 18 | public float value; 19 | 20 | public ControlNode(MyVector2 pos, bool isActive, float squareSize, float value) : base(pos) 21 | { 22 | this.isActive = isActive; 23 | 24 | this.above = new Node(base.pos + new MyVector2(0f, 1f) * squareSize * 0.5f); 25 | 26 | this.right = new Node(base.pos + new MyVector2(1f, 0f) * squareSize * 0.5f); 27 | 28 | this.value = value; 29 | } 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/_Utility scripts/HelpMethods.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | //Standardized methods that are the same for all 8 | public static class HelpMethods 9 | { 10 | // 11 | // Orient triangles so they have the correct orientation 12 | // 13 | public static HashSet OrientTrianglesClockwise(HashSet triangles) 14 | { 15 | //Convert to list or we will no be able to update the orientation 16 | List trianglesList = new List(triangles); 17 | 18 | for (int i = 0; i < trianglesList.Count; i++) 19 | { 20 | Triangle2 t = trianglesList[i]; 21 | 22 | if (!_Geometry.IsTriangleOrientedClockwise(t.p1, t.p2, t.p3)) 23 | { 24 | t.ChangeOrientation(); 25 | 26 | trianglesList[i] = t; 27 | 28 | //Debug.Log("Changed orientation"); 29 | } 30 | } 31 | 32 | //Back to hashset 33 | triangles = new HashSet(trianglesList); 34 | 35 | return triangles; 36 | } 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Test scenes/4. Triangulation/Marching/Editor/MetaCirclesEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | [CustomEditor(typeof(MetaCirclesController))] 7 | public class MetaCirclesEditor : Editor 8 | { 9 | private MetaCirclesController triangulatePoints; 10 | 11 | 12 | 13 | private void OnEnable() 14 | { 15 | triangulatePoints = target as MetaCirclesController; 16 | 17 | //Hide the main GOs move/rot/scale handle 18 | Tools.hidden = true; 19 | } 20 | 21 | 22 | 23 | private void OnDisable() 24 | { 25 | //Un-hide the main GOs move/ rot / scale handle 26 | Tools.hidden = false; 27 | } 28 | 29 | 30 | 31 | private void OnSceneGUI() 32 | { 33 | //So you we cant click on anything else in the scene 34 | HandleUtility.AddDefaultControl(0); 35 | } 36 | 37 | 38 | 39 | public override void OnInspectorGUI() 40 | { 41 | //base.OnInspectorGUI(); 42 | 43 | //Update when changing value in inspector 44 | if (base.DrawDefaultInspector()) 45 | { 46 | triangulatePoints.GenerateMap(); 47 | 48 | EditorUtility.SetDirty(target); 49 | } 50 | 51 | if (GUILayout.Button("Generate Metacircles")) 52 | { 53 | triangulatePoints.GenerateMap(); 54 | 55 | EditorUtility.SetDirty(target); 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Test scenes/4. Triangulation/Marching/Editor/MarchingSquaresEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | [CustomEditor(typeof(MarchingSquaresController))] 7 | public class MarchingSquaresEditor : Editor 8 | { 9 | private MarchingSquaresController triangulatePoints; 10 | 11 | 12 | 13 | private void OnEnable() 14 | { 15 | triangulatePoints = target as MarchingSquaresController; 16 | 17 | //Hide the main GOs move/rot/scale handle 18 | Tools.hidden = true; 19 | } 20 | 21 | 22 | 23 | private void OnDisable() 24 | { 25 | //Un-hide the main GOs move/ rot / scale handle 26 | Tools.hidden = false; 27 | } 28 | 29 | 30 | 31 | private void OnSceneGUI() 32 | { 33 | //So you we cant click on anything else in the scene 34 | HandleUtility.AddDefaultControl(0); 35 | } 36 | 37 | 38 | 39 | public override void OnInspectorGUI() 40 | { 41 | //base.OnInspectorGUI(); 42 | 43 | //Update when changing value in inspector 44 | if (base.DrawDefaultInspector()) 45 | { 46 | triangulatePoints.GenerateMap(); 47 | 48 | EditorUtility.SetDirty(target); 49 | } 50 | 51 | if (GUILayout.Button("Triangulate points")) 52 | { 53 | triangulatePoints.GenerateMap(); 54 | 55 | EditorUtility.SetDirty(target); 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /Assets/Test scenes/2. Generate mesh/GenerateMeshController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using Habrador_Computational_Geometry; 5 | 6 | public class GenerateMeshController : MonoBehaviour 7 | { 8 | public float width; 9 | 10 | public int cells; 11 | 12 | private void OnDrawGizmos() 13 | { 14 | HashSet grid = _GenerateMesh.GenerateGrid(width, cells); 15 | 16 | if (grid != null) 17 | { 18 | //But this will not display each triangle, so we don't know if the mesh is correct 19 | //Gizmos.DrawMesh(grid, Vector3.zero, Quaternion.identity); 20 | 21 | //Convert the triangles to a mesh 22 | 23 | //2d to 3d 24 | HashSet grid_3d = new HashSet(); 25 | 26 | foreach (Triangle2 t in grid) 27 | { 28 | Triangle3 t_3d = new Triangle3(t.p1.ToMyVector3_Yis3D(), t.p2.ToMyVector3_Yis3D(), t.p3.ToMyVector3_Yis3D()); 29 | 30 | grid_3d.Add(t_3d); 31 | } 32 | 33 | //Triangle to mesh 34 | //Will also test that the triangle->mesh is working 35 | //Mesh meshGrid = TransformBetweenDataStructures.Triangle3ToCompressedMesh(grid_3d); 36 | 37 | Mesh meshGrid = _TransformBetweenDataStructures.Triangle3ToMesh(grid_3d); 38 | 39 | TestAlgorithmsHelpMethods.DisplayMeshWithRandomColors(meshGrid, 0); 40 | } 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Assets/Test scenes/4. Triangulation/Editor/TriangulatePointsEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEditor; 5 | 6 | [CustomEditor(typeof(TriangulatePointsController))] 7 | public class TriangulatePointsEditor : Editor 8 | { 9 | private TriangulatePointsController triangulatePoints; 10 | 11 | 12 | 13 | private void OnEnable() 14 | { 15 | triangulatePoints = target as TriangulatePointsController; 16 | 17 | //Hide the main GOs move/rot/scale handle 18 | Tools.hidden = true; 19 | } 20 | 21 | 22 | 23 | private void OnDisable() 24 | { 25 | //Un-hide the main GOs move/ rot / scale handle 26 | Tools.hidden = false; 27 | } 28 | 29 | 30 | 31 | private void OnSceneGUI() 32 | { 33 | //So you we cant click on anything else in the scene 34 | HandleUtility.AddDefaultControl(0); 35 | } 36 | 37 | 38 | 39 | public override void OnInspectorGUI() 40 | { 41 | //base.OnInspectorGUI(); 42 | 43 | //Update when changing value in inspector 44 | if (base.DrawDefaultInspector()) 45 | { 46 | triangulatePoints.TriangulateThePoints(); 47 | 48 | EditorUtility.SetDirty(target); 49 | } 50 | 51 | if (GUILayout.Button("Triangulate points")) 52 | { 53 | triangulatePoints.TriangulateThePoints(); 54 | 55 | EditorUtility.SetDirty(target); 56 | } 57 | } 58 | } 59 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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Triangulation/Marching squares/Square.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry.Marching_Squares 6 | { 7 | //A square with control nodes in the corners and nodes on the edges halfway between the corners 8 | //We need all 8 to determine the position and size of the mesh as this square 9 | public class Square 10 | { 11 | //The nodes that determines the size of the mesh 12 | public ControlNode TL, TR, BL, BR; 13 | //The midpoint nodes that are halfway between the control nodes which are used when we generate the mesh 14 | //So L is between TL and BL 15 | public Node L, T, R, B; 16 | //The marching square configuration for this square (16 possibilities) 17 | public int configuration = 0; 18 | 19 | public Square(ControlNode TL, ControlNode TR, ControlNode BR, ControlNode BL) 20 | { 21 | this.TL = TL; 22 | this.TR = TR; 23 | this.BL = BL; 24 | this.BR = BR; 25 | 26 | this.L = BL.above; 27 | this.T = TL.right; 28 | this.R = BR.above; 29 | this.B = BL.right; 30 | 31 | if (TL.isActive) 32 | { 33 | configuration += 8; 34 | } 35 | if (TR.isActive) 36 | { 37 | configuration += 4; 38 | } 39 | if (BL.isActive) 40 | { 41 | configuration += 1; 42 | } 43 | if (BR.isActive) 44 | { 45 | configuration += 2; 46 | } 47 | } 48 | } 49 | } 50 | -------------------------------------------------------------------------------- /Assets/Test scenes/5. Voronoi diagram/3d/VertexColorUnlit.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/VertexColorUnlit" 2 | { 3 | Properties 4 | { 5 | _MainTex ("Texture", 2D) = "white" {} 6 | } 7 | SubShader 8 | { 9 | Tags { "RenderType"="Opaque" } 10 | LOD 100 11 | 12 | Pass 13 | { 14 | CGPROGRAM 15 | #pragma vertex vert 16 | #pragma fragment frag 17 | // make fog work 18 | #pragma multi_compile_fog 19 | 20 | #include "UnityCG.cginc" 21 | 22 | struct appdata 23 | { 24 | float4 vertex : POSITION; 25 | float2 uv : TEXCOORD0; 26 | float4 color : COLOR; 27 | }; 28 | 29 | struct v2f 30 | { 31 | float2 uv : TEXCOORD0; 32 | UNITY_FOG_COORDS(1) 33 | float4 vertex : SV_POSITION; 34 | float4 color : COLOR; 35 | }; 36 | 37 | sampler2D _MainTex; 38 | float4 _MainTex_ST; 39 | 40 | v2f vert (appdata v) 41 | { 42 | v2f o; 43 | o.vertex = UnityObjectToClipPos(v.vertex); 44 | o.uv = TRANSFORM_TEX(v.uv, _MainTex); 45 | o.color = v.color; 46 | UNITY_TRANSFER_FOG(o,o.vertex); 47 | return o; 48 | } 49 | 50 | fixed4 frag (v2f i) : SV_Target 51 | { 52 | // sample the texture 53 | //fixed4 col = tex2D(_MainTex, i.uv); 54 | fixed4 col = i.color; 55 | // apply fog 56 | UNITY_APPLY_FOG(i.fogCoord, col); 57 | return col; 58 | } 59 | ENDCG 60 | } 61 | } 62 | } 63 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/_Utility scripts/Data structures/Plane.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | //3D 8 | public class Plane3 9 | { 10 | public MyVector3 pos; 11 | 12 | public MyVector3 normal; 13 | 14 | 15 | public Plane3(MyVector3 pos, MyVector3 normal) 16 | { 17 | this.pos = pos; 18 | 19 | this.normal = normal; 20 | } 21 | 22 | 23 | //p1-p2-p3 should be ordered clock-wise 24 | public Plane3(MyVector3 p1, MyVector3 p2, MyVector3 p3) 25 | { 26 | this.pos = p1; 27 | 28 | MyVector3 normal = _Geometry.CalculateTriangleNormal(p1, p2, p3); 29 | 30 | this.normal = normal; 31 | } 32 | } 33 | 34 | 35 | 36 | //Oriented plane which is needed if we want to transform between coordinate systems 37 | public class OrientedPlane3 38 | { 39 | public Transform planeTrans; 40 | 41 | public OrientedPlane3(Transform planeTrans) 42 | { 43 | this.planeTrans = planeTrans; 44 | } 45 | 46 | public Plane3 Plane3 => new Plane3(Position, Normal); 47 | 48 | public MyVector3 Position => planeTrans.position.ToMyVector3(); 49 | 50 | public MyVector3 Normal => planeTrans.up.ToMyVector3(); 51 | } 52 | 53 | 54 | 55 | //2D 56 | public class Plane2 57 | { 58 | public MyVector2 pos; 59 | 60 | public MyVector2 normal; 61 | 62 | 63 | public Plane2(MyVector2 pos, MyVector2 normal) 64 | { 65 | this.pos = pos; 66 | 67 | this.normal = normal; 68 | } 69 | } 70 | } 71 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/TMP Settings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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You need to check 'Enable Instancing' on materials that use the shader. 34 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. 35 | // #pragma instancing_options assumeuniformscaling 36 | UNITY_INSTANCING_BUFFER_START(Props) 37 | // put more per-instance properties here 38 | UNITY_INSTANCING_BUFFER_END(Props) 39 | 40 | void surf (Input IN, inout SurfaceOutputStandard o) 41 | { 42 | // Albedo comes from a texture tinted by color 43 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; 44 | o.Albedo = c.rgb; 45 | // Metallic and smoothness come from slider variables 46 | o.Metallic = _Metallic; 47 | o.Smoothness = _Glossiness; 48 | o.Alpha = c.a; 49 | } 50 | ENDCG 51 | } 52 | FallBack "Diffuse" 53 | } 54 | -------------------------------------------------------------------------------- /Assets/Test scenes/8. Deform mesh/Cut mesh with plane/NoCull.shader: -------------------------------------------------------------------------------- 1 | Shader "Custom/NoCull" 2 | { 3 | Properties 4 | { 5 | _Color ("Color", Color) = (1,1,1,1) 6 | _MainTex ("Albedo (RGB)", 2D) = "white" {} 7 | _Glossiness ("Smoothness", Range(0,1)) = 0.5 8 | _Metallic ("Metallic", Range(0,1)) = 0.0 9 | } 10 | SubShader 11 | { 12 | Tags { "RenderType"="Opaque" } 13 | LOD 200 14 | Cull Off 15 | 16 | CGPROGRAM 17 | // Physically based Standard lighting model, and enable shadows on all light types 18 | #pragma surface surf Standard fullforwardshadows 19 | 20 | 21 | 22 | // Use shader model 3.0 target, to get nicer looking lighting 23 | #pragma target 3.0 24 | 25 | sampler2D _MainTex; 26 | 27 | struct Input 28 | { 29 | float2 uv_MainTex; 30 | }; 31 | 32 | half _Glossiness; 33 | half _Metallic; 34 | fixed4 _Color; 35 | 36 | // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. 37 | // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. 38 | // #pragma instancing_options assumeuniformscaling 39 | UNITY_INSTANCING_BUFFER_START(Props) 40 | // put more per-instance properties here 41 | UNITY_INSTANCING_BUFFER_END(Props) 42 | 43 | void surf (Input IN, inout SurfaceOutputStandard o) 44 | { 45 | // Albedo comes from a texture tinted by color 46 | fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color; 47 | o.Albedo = c.rgb; 48 | // Metallic and smoothness come from slider variables 49 | o.Metallic = _Metallic; 50 | o.Smoothness = _Glossiness; 51 | o.Alpha = c.a; 52 | } 53 | ENDCG 54 | } 55 | FallBack "Diffuse" 56 | } 57 | -------------------------------------------------------------------------------- /Assets/Test scenes/8. Deform mesh/Decals/DecalsController.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class DecalsController : MonoBehaviour 6 | { 7 | public Transform decalTrans; 8 | 9 | public Camera thisCamera; 10 | 11 | 12 | 13 | void Start() 14 | { 15 | 16 | } 17 | 18 | 19 | 20 | void Update() 21 | { 22 | PlaceDecal(); 23 | } 24 | 25 | 26 | 27 | //Fire a ray from the mouse pos to place the decals in the scene 28 | private void PlaceDecal() 29 | { 30 | if (thisCamera == null) 31 | { 32 | Debug.Log("You need a camera"); 33 | 34 | return; 35 | } 36 | if (decalTrans == null) 37 | { 38 | Debug.Log("You need a decal"); 39 | 40 | return; 41 | } 42 | 43 | 44 | RaycastHit hit; 45 | 46 | Ray ray = thisCamera.ScreenPointToRay(Input.mousePosition); 47 | 48 | //Make sure the decal doesn't have a collider or the ray will hit it! 49 | 50 | if (Physics.Raycast(ray, out hit)) 51 | { 52 | //Place the decal at the position where we hit 53 | decalTrans.position = hit.point; 54 | 55 | //The forward of a built-in quad is inverted 56 | decalTrans.forward = -hit.normal; 57 | 58 | //Debug.Log(hit.point); 59 | 60 | //The object that was hit 61 | //Transform objectHit = hit.transform; 62 | 63 | DeformDecal(decalTrans); 64 | } 65 | } 66 | 67 | 68 | //Based on: 69 | // - Game Programming Gems 2 (p. 395): Applying decals to arbitrary surfaces 70 | private void DeformDecal(Transform decalTrans) 71 | { 72 | Vector3 P = decalTrans.position; 73 | //If we are using the built-in quad, the orientation becomes: 74 | Vector3 N = -decalTrans.forward; 75 | Vector3 T = decalTrans.right; 76 | Vector3 B = decalTrans.up; 77 | 78 | 79 | } 80 | } 81 | -------------------------------------------------------------------------------- /Assets/Test scenes/_Materials/Blue.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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Deform mesh/Decals/Decal.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_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: Decal 11 | m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 4 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _DetailAlbedoMap: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _DetailMask: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | - _DetailNormalMap: 35 | m_Texture: {fileID: 0} 36 | m_Scale: {x: 1, y: 1} 37 | m_Offset: {x: 0, y: 0} 38 | - _EmissionMap: 39 | m_Texture: {fileID: 0} 40 | m_Scale: {x: 1, y: 1} 41 | m_Offset: {x: 0, y: 0} 42 | - _MainTex: 43 | m_Texture: {fileID: 0} 44 | m_Scale: {x: 1, y: 1} 45 | m_Offset: {x: 0, y: 0} 46 | - _MetallicGlossMap: 47 | m_Texture: {fileID: 0} 48 | m_Scale: {x: 1, y: 1} 49 | m_Offset: {x: 0, y: 0} 50 | - _OcclusionMap: 51 | m_Texture: {fileID: 0} 52 | m_Scale: {x: 1, y: 1} 53 | m_Offset: {x: 0, y: 0} 54 | - _ParallaxMap: 55 | m_Texture: {fileID: 0} 56 | m_Scale: {x: 1, y: 1} 57 | m_Offset: {x: 0, y: 0} 58 | m_Floats: 59 | - _BumpScale: 1 60 | - _Cutoff: 0.5 61 | - _DetailNormalMapScale: 1 62 | - _DstBlend: 0 63 | - _GlossMapScale: 1 64 | - _Glossiness: 0.5 65 | - _GlossyReflections: 1 66 | - _Metallic: 0 67 | - _Mode: 0 68 | - _OcclusionStrength: 1 69 | - _Parallax: 0.02 70 | - _SmoothnessTextureChannel: 0 71 | - _SpecularHighlights: 1 72 | - _SrcBlend: 1 73 | - _UVSec: 0 74 | - _ZWrite: 1 75 | m_Colors: 76 | - _Color: {r: 0.8301887, g: 0.20754717, b: 0.20754717, a: 1} 77 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 78 | -------------------------------------------------------------------------------- /Assets/Test scenes/8. Deform mesh/Decals/Ground.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_CorrespondingSourceObject: {fileID: 0} 8 | m_PrefabInstance: {fileID: 0} 9 | m_PrefabAsset: {fileID: 0} 10 | m_Name: Ground 11 | m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0} 12 | m_ShaderKeywords: 13 | m_LightmapFlags: 4 14 | m_EnableInstancingVariants: 0 15 | m_DoubleSidedGI: 0 16 | m_CustomRenderQueue: -1 17 | stringTagMap: {} 18 | disabledShaderPasses: [] 19 | m_SavedProperties: 20 | serializedVersion: 3 21 | m_TexEnvs: 22 | - _BumpMap: 23 | m_Texture: {fileID: 0} 24 | m_Scale: {x: 1, y: 1} 25 | m_Offset: {x: 0, y: 0} 26 | - _DetailAlbedoMap: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | - _DetailMask: 31 | m_Texture: {fileID: 0} 32 | m_Scale: {x: 1, y: 1} 33 | m_Offset: {x: 0, y: 0} 34 | - _DetailNormalMap: 35 | m_Texture: {fileID: 0} 36 | m_Scale: {x: 1, y: 1} 37 | m_Offset: {x: 0, y: 0} 38 | - _EmissionMap: 39 | m_Texture: {fileID: 0} 40 | m_Scale: {x: 1, y: 1} 41 | m_Offset: {x: 0, y: 0} 42 | - _MainTex: 43 | m_Texture: {fileID: 0} 44 | m_Scale: {x: 1, y: 1} 45 | m_Offset: {x: 0, y: 0} 46 | - _MetallicGlossMap: 47 | m_Texture: {fileID: 0} 48 | m_Scale: {x: 1, y: 1} 49 | m_Offset: {x: 0, y: 0} 50 | - _OcclusionMap: 51 | m_Texture: {fileID: 0} 52 | m_Scale: {x: 1, y: 1} 53 | m_Offset: {x: 0, y: 0} 54 | - _ParallaxMap: 55 | m_Texture: {fileID: 0} 56 | m_Scale: {x: 1, y: 1} 57 | m_Offset: {x: 0, y: 0} 58 | m_Floats: 59 | - _BumpScale: 1 60 | - _Cutoff: 0.5 61 | - _DetailNormalMapScale: 1 62 | - _DstBlend: 0 63 | - _GlossMapScale: 1 64 | - _Glossiness: 0.5 65 | - _GlossyReflections: 1 66 | - _Metallic: 0 67 | - _Mode: 0 68 | - _OcclusionStrength: 1 69 | - _Parallax: 0.02 70 | - _SmoothnessTextureChannel: 0 71 | - _SpecularHighlights: 1 72 | - _SrcBlend: 1 73 | - _UVSec: 0 74 | - _ZWrite: 1 75 | m_Colors: 76 | - _Color: {r: 0.5943396, g: 0.5943396, b: 0.5943396, a: 1} 77 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 78 | -------------------------------------------------------------------------------- /Assets/_Habrador Computational Geometry Library/4. Triangulation/Ear Clipping/EarClippingPolygon.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | namespace Habrador_Computational_Geometry 6 | { 7 | //Data structure to make it easier to work with holes 8 | public class EarClippingPolygon 9 | { 10 | public Polygon2 polygon; 11 | 12 | //the vertex in the list with the maximum x-value 13 | public MyVector2 maxX_Vert; 14 | 15 | //The position in the list where the maxX vert is 16 | public int maxX_ListPos; 17 | 18 | //ID number, which will make debugging easier 19 | public int id = -1; 20 | 21 | public List Vertices { get { return polygon.vertices; } } 22 | 23 | 24 | public EarClippingPolygon(Polygon2 polygon) 25 | { 26 | this.polygon = polygon; 27 | 28 | CalculateMaxXValue(); 29 | } 30 | 31 | 32 | //Find the vertex with the maximum x-value 33 | private void CalculateMaxXValue() 34 | { 35 | List vertices = polygon.vertices; 36 | 37 | this.maxX_Vert = vertices[0]; 38 | 39 | this.maxX_ListPos = 0; 40 | 41 | for (int i = 1; i < vertices.Count; i++) 42 | { 43 | MyVector2 v = vertices[i]; 44 | 45 | if (v.x > maxX_Vert.x) 46 | { 47 | this.maxX_Vert = v; 48 | 49 | this.maxX_ListPos = i; 50 | } 51 | } 52 | } 53 | 54 | 55 | //Find which position in the list a vertex has 56 | //If there are multiple, we want the last one 57 | public int GetLastListPos(MyVector2 pos) 58 | { 59 | List vertices = polygon.vertices; 60 | 61 | int listPos = -1; 62 | 63 | for (int i = 0; i < vertices.Count; i++) 64 | { 65 | if (pos.Equals(vertices[i])) 66 | { 67 | listPos = i; 68 | 69 | //In some cases there are multiple of this vertices and we want the last one 70 | //So we want stop searching after finding the first one 71 | //break; 72 | } 73 | } 74 | 75 | return listPos; 76 | } 77 | } 78 | } 79 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 12 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_AlwaysIncludedShaders: 32 | - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} 33 | - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0} 34 | - {fileID: 15105, guid: 0000000000000000f000000000000000, type: 0} 35 | - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0} 36 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} 37 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} 38 | m_PreloadedShaders: [] 39 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, 40 | type: 0} 41 | m_CustomRenderPipeline: {fileID: 0} 42 | m_TransparencySortMode: 0 43 | m_TransparencySortAxis: {x: 0, y: 0, z: 1} 44 | m_DefaultRenderingPath: 1 45 | m_DefaultMobileRenderingPath: 1 46 | m_TierSettings: [] 47 | m_LightmapStripping: 0 48 | m_FogStripping: 0 49 | m_InstancingStripping: 0 50 | m_LightmapKeepPlain: 1 51 | m_LightmapKeepDirCombined: 1 52 | m_LightmapKeepDynamicPlain: 1 53 | m_LightmapKeepDynamicDirCombined: 1 54 | m_LightmapKeepShadowMask: 1 55 | m_LightmapKeepSubtractive: 1 56 | m_FogKeepLinear: 1 57 | m_FogKeepExp: 1 58 | m_FogKeepExp2: 1 59 | m_AlbedoSwatchInfos: [] 60 | m_LightsUseLinearIntensity: 0 61 | m_LightsUseColorTemperature: 0 62 | -------------------------------------------------------------------------------- /Assets/Test scenes/8. 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