├── .gitignore ├── .gitmodules ├── Assets ├── Examples.meta ├── Examples │ ├── Demo.cs │ ├── Demo.cs.meta │ ├── Demo.unity │ └── Demo.unity.meta ├── LibNoise.meta ├── Tutorials.meta └── Tutorials │ ├── Normal.mat │ ├── Normal.mat.meta │ ├── Tutorial2.cs │ ├── Tutorial2.cs.meta │ ├── Tutorial2.unity │ ├── Tutorial2.unity.meta │ ├── Tutorial3.cs │ ├── Tutorial3.cs.meta │ ├── Tutorial3.unity │ ├── Tutorial3.unity.meta │ ├── Tutorial4.1 - Octaves.unity │ ├── Tutorial4.1 - Octaves.unity.meta │ ├── Tutorial4.2 - Frequency.unity │ ├── Tutorial4.2 - Frequency.unity.meta │ ├── Tutorial4.3 - Persistence.unity │ ├── Tutorial4.3 - Persistence.unity.meta │ ├── Tutorial4.cs │ ├── Tutorial4.cs.meta │ ├── Tutorial5.cs │ ├── Tutorial5.cs.meta │ ├── Tutorial5.unity │ ├── Tutorial5.unity.meta │ ├── Tutorial6.cs │ ├── Tutorial6.cs.meta │ ├── Tutorial6.unity │ ├── Tutorial6.unity.meta │ ├── Tutorial7.cs │ ├── Tutorial7.cs.meta │ ├── Tutorial7.unity │ ├── Tutorial7.unity.meta │ ├── Tutorial8.cs │ ├── Tutorial8.cs.meta │ ├── Tutorial8.unity │ ├── Tutorial8.unity.meta │ ├── Unlit.mat │ └── Unlit.mat.meta ├── COPYING.LESSER.txt ├── COPYING.txt ├── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── QualitySettings.asset ├── TagManager.asset └── TimeManager.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | Assets/Temp* 2 | _Ignore* 3 | *.sublime-workspace 4 | *.userprefs 5 | obj/* 6 | */bin/* 7 | gendarme/* 8 | Temp/* 9 | Temp 10 | *.pidb 11 | /*.pidb 12 | Junk 13 | Junk.meta 14 | *.unityproj 15 | *.csproj 16 | *.sln 17 | Library 18 | /Screenshots 19 | *.suo 20 | /Builds 21 | Assembly-Boo-Editor.booproj 22 | Assembly-Boo-Editor-vs.booproj 23 | -------------------------------------------------------------------------------- /.gitmodules: -------------------------------------------------------------------------------- 1 | [submodule "Assets/LibNoise"] 2 | path = Assets/LibNoise 3 | url = https://github.com/ricardojmendez/LibNoise.Unity.git 4 | -------------------------------------------------------------------------------- /Assets/Examples.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1ae3604c6cd7c4cd6ad4d48347581aae 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /Assets/Examples/Demo.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using LibNoise; 3 | using LibNoise.Generator; 4 | using LibNoise.Operator; 5 | using System.IO; 6 | using System; 7 | using UnityEngine; 8 | 9 | public enum NoiseType 10 | { 11 | Perlin, 12 | Billow, 13 | RidgedMultifractal, 14 | Voronoi, 15 | Mix, 16 | Practice} 17 | ; 18 | 19 | public class Demo : MonoBehaviour 20 | { 21 | private Noise2D m_noiseMap = null; 22 | private Texture2D[] m_textures = new Texture2D[4]; 23 | public int resolution = 64; 24 | public NoiseType noise = NoiseType.Perlin; 25 | public float zoom = 1f; 26 | public float offset = 0f; 27 | public float turbulence = 0f; 28 | public int perlinOctaves = 6; 29 | 30 | public void Start () 31 | { 32 | Generate (); 33 | } 34 | 35 | public void OnGUI () 36 | { 37 | int y = 0; 38 | foreach (string i in System.Enum.GetNames(typeof(NoiseType))) { 39 | if (GUI.Button (new Rect (0, y, 100, 20), i)) { 40 | noise = (NoiseType)Enum.Parse (typeof(NoiseType), i); 41 | Generate (); 42 | } 43 | y += 20; 44 | } 45 | 46 | 47 | frequency = double.Parse (GUI.TextField (new Rect (0, 120, 100, 20), frequency.ToString ())); 48 | displacement = double.Parse (GUI.TextField (new Rect (0, 140, 100, 20), displacement.ToString ())); 49 | resolution = int.Parse (GUI.TextField (new Rect (0, 160, 100, 20), resolution.ToString ())); 50 | 51 | 52 | perlinOctaves = int.Parse (GUI.TextField (new Rect (0, 180, 100, 20), perlinOctaves.ToString ())); 53 | turbulence = float.Parse (GUI.TextField (new Rect (0, 200, 100, 20), turbulence.ToString ())); 54 | zoom = float.Parse (GUI.TextField (new Rect (0, 220, 100, 20), zoom.ToString ())); 55 | 56 | } 57 | 58 | public double displacement = 4; 59 | public double frequency = 2; 60 | public int seed = 0; 61 | 62 | public void Generate () 63 | { 64 | // Create the module network 65 | ModuleBase moduleBase; 66 | switch (noise) { 67 | case NoiseType.Billow: 68 | moduleBase = new Billow (); 69 | break; 70 | 71 | case NoiseType.RidgedMultifractal: 72 | moduleBase = new RidgedMultifractal (); 73 | break; 74 | 75 | case NoiseType.Voronoi: 76 | // moduleBase = new Voronoi(); 77 | seed = UnityEngine.Random.Range (0, 100); 78 | moduleBase = new Voronoi (frequency, displacement, seed, false); 79 | 80 | break; 81 | 82 | case NoiseType.Mix: 83 | Perlin perlin = new Perlin (); 84 | var rigged = new RidgedMultifractal (); 85 | moduleBase = new Add (perlin, rigged); 86 | break; 87 | 88 | case NoiseType.Practice: 89 | var bill = new Billow (); 90 | bill.Frequency = frequency; 91 | moduleBase = new Turbulence (turbulence / 10, bill); 92 | 93 | 94 | break; 95 | 96 | 97 | 98 | default: 99 | var defPerlin = new Perlin (); 100 | defPerlin.OctaveCount = perlinOctaves; 101 | moduleBase = defPerlin; 102 | 103 | break; 104 | 105 | } 106 | 107 | // Initialize the noise map 108 | this.m_noiseMap = new Noise2D (resolution, resolution, moduleBase); 109 | this.m_noiseMap.GeneratePlanar ( 110 | offset + -1 * 1 / zoom, 111 | offset + offset + 1 * 1 / zoom, 112 | offset + -1 * 1 / zoom, 113 | offset + 1 * 1 / zoom, true); 114 | 115 | // Generate the textures 116 | this.m_textures [0] = this.m_noiseMap.GetTexture (GradientPresets.Grayscale); 117 | this.m_textures [0].Apply (); 118 | 119 | this.m_textures [1] = this.m_noiseMap.GetTexture (GradientPresets.Terrain); 120 | this.m_textures [1].Apply (); 121 | 122 | this.m_textures [2] = this.m_noiseMap.GetNormalMap (3.0f); 123 | this.m_textures [2].Apply (); 124 | 125 | //display on plane 126 | GetComponent().material.mainTexture = this.m_textures [0]; 127 | 128 | 129 | //write images to disk 130 | File.WriteAllBytes (Application.dataPath + "/../Gray.png", m_textures [0].EncodeToPNG ()); 131 | File.WriteAllBytes (Application.dataPath + "/../Terrain.png", m_textures [1].EncodeToPNG ()); 132 | File.WriteAllBytes (Application.dataPath + "/../Normal.png", m_textures [2].EncodeToPNG ()); 133 | 134 | Debug.Log ("Wrote Textures out to " + Application.dataPath + "/../"); 135 | 136 | 137 | } 138 | 139 | } -------------------------------------------------------------------------------- /Assets/Examples/Demo.cs.meta: 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y: 0, z: 0} 199 | m_LocalScale: {x: 1, y: 1, z: 1} 200 | m_Children: [] 201 | m_Father: {fileID: 0} 202 | m_RootOrder: 1 203 | -------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial2.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8046d9b329a144957a02af566b82a59b 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial3.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using LibNoise; 4 | using LibNoise.Generator; 5 | 6 | /// 7 | /// See http://libnoise.sourceforge.net/tutorials/tutorial3.html for an explanation 8 | /// 9 | public class Tutorial3 : MonoBehaviour 10 | { 11 | [SerializeField] Gradient _gradient = GradientPresets.Terrain; 12 | 13 | [SerializeField] float _left = 2; 14 | 15 | [SerializeField] float _right = 6; 16 | 17 | [SerializeField] float _top = 1; 18 | 19 | [SerializeField] float _bottom = 5; 20 | 21 | void Start() 22 | { 23 | var perlin = new Perlin(); 24 | // Unlike on the base LibNoise tutorial, we don't have a separate heightMap target 25 | // to set - we will instead build it after. We also initialize the resulting size 26 | // on the constructor instead of passing a separate destination size. 27 | var heightMapBuilder = new Noise2D(256, 256, perlin); 28 | heightMapBuilder.GeneratePlanar(_left, _right, _top, _bottom); 29 | 30 | // Get the image 31 | var image = heightMapBuilder.GetTexture(_gradient); 32 | 33 | // Set it. 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Persistence.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f19c65a07dd184758b5711f38af3b8ec 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial4.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using LibNoise; 4 | using LibNoise.Generator; 5 | 6 | /// 7 | /// See http://libnoise.sourceforge.net/tutorials/tutorial4.html for an explanation 8 | /// 9 | public class Tutorial4 : MonoBehaviour 10 | { 11 | [SerializeField] Gradient _gradient = GradientPresets.Terrain; 12 | 13 | [SerializeField] float _left = 6; 14 | 15 | [SerializeField] float _right = 10; 16 | 17 | [SerializeField] float _top = 1; 18 | 19 | [SerializeField] float _bottom = 5; 20 | 21 | [SerializeField] int _octaveCount = 1; 22 | 23 | [SerializeField] float _frecuency = 1; 24 | 25 | [SerializeField] float _persistence = 0.5f; 26 | 27 | void Start() 28 | { 29 | var perlin = new Perlin(); 30 | perlin.OctaveCount = _octaveCount; 31 | perlin.Frequency = _frecuency; 32 | perlin.Persistence = _persistence; 33 | // Unlike on the base LibNoise tutorial, we don't have a separate heightMap target 34 | // to set - we will instead build it after. We also initialize the resulting size 35 | // on the constructor instead of passing a separate destination size. 36 | var heightMapBuilder = new Noise2D(256, 256, perlin); 37 | heightMapBuilder.GeneratePlanar(_left, _right, _top, _bottom); 38 | 39 | // Get the image 40 | var image = heightMapBuilder.GetTexture(_gradient); 41 | 42 | // Set it. It may appear inverted from the example on the LibNoise site depending 43 | // on the angle at which the object is rotated/viewed. 44 | GetComponent().material.mainTexture = image; 45 | 46 | // We don't do the light changes for the texture, since that's beyond the scope of 47 | // this port 48 | } 49 | } 50 | -------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial4.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0c92eea515b5f49738f2adfc236817e9 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial5.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using LibNoise; 4 | using LibNoise.Generator; 5 | using LibNoise.Operator; 6 | 7 | /// 8 | /// See http://libnoise.sourceforge.net/tutorials/tutorial5.html for an explanation 9 | /// 10 | public class Tutorial5 : MonoBehaviour 11 | { 12 | [SerializeField] Gradient _gradient; 13 | 14 | [SerializeField] float _left = 6; 15 | 16 | [SerializeField] float _right = 10; 17 | 18 | [SerializeField] float _top = 1; 19 | 20 | [SerializeField] float _bottom = 5; 21 | 22 | [SerializeField] int _tutorialStep = 1; 23 | 24 | 25 | void Start() 26 | { 27 | // STEP 1 28 | // Gradient is set directly on the object 29 | var mountainTerrain = new RidgedMultifractal(); 30 | RenderAndSetImage(mountainTerrain); 31 | 32 | // Stop rendering if we're only getting as far as this tutorial 33 | // step. It saves me from doing multiple files. 34 | if (_tutorialStep <= 1) return; 35 | 36 | // STEP 2 37 | var baseFlatTerrain = new Billow(); 38 | baseFlatTerrain.Frequency = 2.0; 39 | RenderAndSetImage(baseFlatTerrain); 40 | 41 | 42 | if (_tutorialStep <= 2) return; 43 | 44 | // STEP 3 45 | var flatTerrain = new ScaleBias(0.125, -0.75, baseFlatTerrain); 46 | RenderAndSetImage(flatTerrain); 47 | 48 | if (_tutorialStep <= 3) return; 49 | 50 | // STEP 4 51 | var terrainType = new Perlin(); 52 | terrainType.Frequency = 0.5; 53 | terrainType.Persistence = 0.25; 54 | 55 | var finalTerrain = new Select(flatTerrain, mountainTerrain, terrainType); 56 | finalTerrain.SetBounds(0, 1000); 57 | finalTerrain.FallOff = 0.125; 58 | RenderAndSetImage(finalTerrain); 59 | } 60 | 61 | void RenderAndSetImage(ModuleBase generator) 62 | { 63 | var heightMapBuilder = new Noise2D(256, 256, generator); 64 | heightMapBuilder.GeneratePlanar(_left, _right, _top, _bottom); 65 | var image = 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13 | 14 | [SerializeField] float _left = 6; 15 | 16 | [SerializeField] float _right = 10; 17 | 18 | [SerializeField] float _top = 1; 19 | 20 | [SerializeField] float _bottom = 5; 21 | 22 | [SerializeField] float _frequency = 4; 23 | 24 | [SerializeField] float _power = 0.125f; 25 | 26 | void Start() 27 | { 28 | var mountainTerrain = new RidgedMultifractal(); 29 | 30 | var baseFlatTerrain = new Billow(); 31 | baseFlatTerrain.Frequency = 2.0; 32 | 33 | var flatTerrain = new ScaleBias(0.125, -0.75, baseFlatTerrain); 34 | 35 | var terrainType = new Perlin(); 36 | terrainType.Frequency = 0.5; 37 | terrainType.Persistence = 0.25; 38 | 39 | // Create the selector for turbulence 40 | var terrainSelector = new Select(flatTerrain, mountainTerrain, terrainType); 41 | terrainSelector.SetBounds(0, 1000); 42 | terrainSelector.FallOff = 0.125f; 43 | 44 | var finalTerrain = new Turbulence(terrainSelector); 45 | finalTerrain.Frequency = _frequency; 46 | finalTerrain.Power = _power; 47 | 48 | RenderAndSetImage(finalTerrain); 49 | } 50 | 51 | void RenderAndSetImage(ModuleBase generator) 52 | { 53 | var heightMapBuilder = new Noise2D(256, 256, generator); 54 | heightMapBuilder.GeneratePlanar(_left, _right, _top, _bottom); 55 | var image = heightMapBuilder.GetTexture(_gradient); 56 | GetComponent().material.mainTexture = image; 57 | } 58 | 59 | } 60 | -------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial6.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1ebf2fd4af478482f98c3d0615d265ec 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial6.unity: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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using LibNoise.Generator; 5 | using LibNoise.Operator; 6 | 7 | /// 8 | /// See http://libnoise.sourceforge.net/tutorials/tutorial7.html for an explanation. 9 | /// 10 | /// This source only partly covers Tutorial 7, since LiNoise does not contain the 11 | /// code for writing Teragen files yet. We will still render an image. 12 | /// 13 | public class Tutorial7 : MonoBehaviour 14 | { 15 | [SerializeField] Gradient _gradient; 16 | [SerializeField] float _left = 6; 17 | [SerializeField] float _right = 10; 18 | [SerializeField] float _top = 1; 19 | [SerializeField] float _bottom = 5; 20 | [SerializeField] float _frequency = 4; 21 | [SerializeField] float _power = 0.125f; 22 | [SerializeField] float _scale = 375; 23 | [SerializeField] float _bias = 375; 24 | 25 | void Start() 26 | { 27 | var mountainTerrain = new RidgedMultifractal(); 28 | 29 | var baseFlatTerrain = new Billow(); 30 | baseFlatTerrain.Frequency = 2.0; 31 | 32 | var flatTerrain = new ScaleBias(0.125, -0.75, baseFlatTerrain); 33 | 34 | var terrainType = new Perlin(); 35 | terrainType.Frequency = 0.5; 36 | terrainType.Persistence = 0.25; 37 | 38 | var terrainSelector = new Select(flatTerrain, mountainTerrain, terrainType); 39 | terrainSelector.SetBounds(0, 1000); 40 | terrainSelector.FallOff = 0.125f; 41 | 42 | /* 43 | * From the tutorial text: 44 | * 45 | * Next, you'll apply a bias of +375 to the output from the terrainSelector 46 | * noise module. This will cause its output to range from (-375 + 375) to 47 | * (+375 + 375), or in other words, 0 to 750. You'll apply this bias so 48 | * that most of the elevations in the resulting terrain height map are 49 | * above sea level. 50 | */ 51 | var terrainScaler = new ScaleBias(terrainSelector); 52 | terrainScaler.Scale = _scale; 53 | terrainScaler.Bias = _bias; 54 | 55 | var finalTerrain = new Turbulence(terrainScaler); 56 | finalTerrain.Frequency = _frequency; 57 | finalTerrain.Power = _power; 58 | 59 | RenderAndSetImage(finalTerrain); 60 | } 61 | 62 | void RenderAndSetImage(ModuleBase generator) 63 | { 64 | var heightMapBuilder = new Noise2D(513, 513, generator); 65 | heightMapBuilder.GeneratePlanar(_left, _right, _top, _bottom); 66 | var image = heightMapBuilder.GetTexture(_gradient); 67 | GetComponent().material.mainTexture = image; 68 | } 69 | 70 | } 71 | -------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial7.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 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-------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial7.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7c0d2f4bac899426b859b04e932ba667 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial8.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using LibNoise; 4 | using LibNoise.Generator; 5 | using LibNoise.Operator; 6 | 7 | /// 8 | /// See http://libnoise.sourceforge.net/tutorials/tutorial8.html for an explanation. 9 | /// 10 | public class Tutorial8 : MonoBehaviour 11 | { 12 | [SerializeField] Gradient _gradient; 13 | [SerializeField] float _west = -180; 14 | [SerializeField] float _east = 180; 15 | [SerializeField] float _north = -90; 16 | [SerializeField] float _south = 90; 17 | 18 | void Start() 19 | { 20 | var perlin = new Perlin(); 21 | 22 | var heightMapBuilder = new Noise2D(512, 256, perlin); 23 | heightMapBuilder.GenerateSpherical(_south, _north, _west, _east); 24 | 25 | var image = heightMapBuilder.GetTexture(_gradient); 26 | GetComponent().material.mainTexture = image; 27 | 28 | 29 | 30 | } 31 | 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial8.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ce42cca39febd434c9aac95cb7010c18 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/Tutorials/Tutorial8.unity: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 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23 | User Layer 16: 24 | User Layer 17: 25 | User Layer 18: 26 | User Layer 19: 27 | User Layer 20: 28 | User Layer 21: 29 | User Layer 22: 30 | User Layer 23: 31 | User Layer 24: 32 | User Layer 25: 33 | User Layer 26: 34 | User Layer 27: 35 | User Layer 28: 36 | User Layer 29: 37 | User Layer 30: 38 | User Layer 31: 39 | m_SortingLayers: 40 | - name: Default 41 | userID: 0 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /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: .0199999996 7 | Maximum Allowed Timestep: .333333343 8 | m_TimeScale: 1 9 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Examples for LibNoise.Unity 2 | 3 | This tutorial repository aims to follow the original LibNoise tutorials, [which you can find here at SourceForge](http://libnoise.sourceforge.net/tutorials/). 4 | 5 | The main repository for LibNoise.Unity is currently maintained by 6 | [Ricardo J. Méndez](https://github.com/ricardojmendez). Pull requests 7 | are welcome. 8 | 9 | # A word on methodology 10 | 11 | Since these are tutorial examples, I expect I’ll just run development straight off master. The LibNoise.Unity repository does follow git flow, so expect this tutorial repository will be a work-in-progress and might at any given point reference a LibNoise development branch. 12 | 13 | # Checking out the repository 14 | 15 | It includes the LibNoise.Unity Github repository as a submodule. If you have just cloned the project and find missing behaviors, make sure that: 16 | 17 | * You actually have some files inside the Assets/LibNoise folder; 18 | * You have run _git submodule update_ to check out the latest referenced version; 19 | 20 | Or you could use an application like [SourceTree](http://www.sourcetreeapp.com/) which handles the submodule semantics for you. 21 | 22 | # License 23 | 24 | LibNoise.Unity is released under the 25 | [LGPL license](https://www.gnu.org/licenses/lgpl.html). See COPYING.txt and 26 | COPYING.LESSER.txt for details. 27 | --------------------------------------------------------------------------------