wireframer, !pivoting to pixelgon base
This commit is contained in:
parent
1a6da03ae8
commit
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23 changed files with 530 additions and 151 deletions
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@ -1 +1 @@
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{"vectors":[{"x":0.0,"y":0.0,"z":0.0},{"x":-0.30000001192092898,"y":-0.30000001192092898,"z":0.0},{"x":-0.30000001192092898,"y":0.30000001192092898,"z":0.0},{"x":0.30000001192092898,"y":-0.4300000071525574,"z":0.0},{"x":0.0,"y":0.0,"z":0.0}],"quads":[1,2,3]}
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File diff suppressed because one or more lines are too long
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@ -74,6 +74,6 @@ Material:
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- _ZWrite: 1
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- _ZWrite: 1
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m_Colors:
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _Dark: {r: 0.4528302, g: 0.4528302, b: 0.4528302, a: 1}
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- _Dark: {r: 0.48, g: 0.48, b: 0.48, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _Mid: {r: 0.5943396, g: 0.5943396, b: 0.5943396, a: 1}
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- _Mid: {r: 0.52, g: 0.52, b: 0.52, a: 1}
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@ -21,12 +21,16 @@
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struct appdata
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struct appdata
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{
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{
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float4 vertex : POSITION;
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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};
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struct v2f
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struct v2f
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{
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{
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float4 vertex : SV_POSITION;
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float4 vertex : SV_POSITION;
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float4 worldPos : TEXCOORD1;
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float3 normal : TEXCOORD2;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID // necessary only if you want to access instanced properties in fragment Shader.
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UNITY_VERTEX_INPUT_INSTANCE_ID // necessary only if you want to access instanced properties in fragment Shader.
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};
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};
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@ -42,13 +46,23 @@
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UNITY_TRANSFER_INSTANCE_ID(v, o); // necessary only if you want to access instanced properties in the fragment Shader.
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UNITY_TRANSFER_INSTANCE_ID(v, o); // necessary only if you want to access instanced properties in the fragment Shader.
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPos = mul(unity_ObjectToWorld, v.vertex);
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o.normal = UnityObjectToWorldNormal(v.normal);
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o.color = float4(1,1,1,1);
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return o;
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return o;
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}
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}
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fixed4 frag(v2f i) : SV_Target
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fixed4 frag(v2f i) : SV_Target
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{
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{
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UNITY_SETUP_INSTANCE_ID(i); // necessary only if any instanced properties are going to be accessed in the fragment Shader.
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// UNITY_SETUP_INSTANCE_ID(i); // necessary only if any instanced properties are going to be accessed in the fragment Shader.
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return UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
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// UNITY_ACCESS_INSTANCED_PROP(Props, _Color);
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float t = 1 + clamp(dot(normalize(UnityWorldSpaceViewDir(i.worldPos)), i.normal), -1, 1);
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t = t / 2;
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t = t - 0.8;
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// float t = abs(i.worldPos.x) + abs(i.worldPos.y) + abs(i.worldPos.z);
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// t = t / 1;
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return i.color * t;
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}
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}
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ENDCG
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ENDCG
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}
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}
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@ -138,7 +138,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &112711654
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--- !u!4 &112711654
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Transform:
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Transform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -174,6 +174,10 @@ MonoBehaviour:
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down: 0
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down: 0
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held: 0
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held: 0
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up: 0
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up: 0
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grip:
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down: 0
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held: 0
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up: 0
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one:
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one:
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down: 0
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down: 0
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held: 0
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held: 0
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@ -187,6 +191,10 @@ MonoBehaviour:
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down: 0
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down: 0
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held: 0
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held: 0
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up: 0
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up: 0
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grip:
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down: 0
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held: 0
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up: 0
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one:
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one:
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down: 0
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down: 0
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held: 0
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held: 0
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@ -197,14 +205,10 @@ MonoBehaviour:
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up: 0
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up: 0
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twistCursor: {x: 0, y: 0, z: 0}
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twistCursor: {x: 0, y: 0, z: 0}
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stretchCursor: {x: 0, y: 0, z: 0}
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stretchCursor: {x: 0, y: 0, z: 0}
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dragCursor: {x: 0, y: 0, z: 0}
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pixelgon:
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pixelgon:
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vectors:
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vectors: []
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- {x: 0, y: 0, z: 0}
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quads:
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- {x: -0.3, y: -0.3, z: 0}
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- {x: -0.3, y: 0.3, z: 0}
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- {x: 0.3, y: -0.43, z: 0}
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- {x: 0, y: 0, z: 0}
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quads: 010000000200000003000000
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assetSpace:
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assetSpace:
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folderPath: C:/dofdev/Pixelgon/Assets/AssetSpace
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folderPath: C:/dofdev/Pixelgon/Assets/AssetSpace
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name: draft
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name: draft
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@ -230,7 +234,7 @@ MonoBehaviour:
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structure: {x: 0, y: 0, z: 0}
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structure: {x: 0, y: 0, z: 0}
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render:
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render:
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polyVector:
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polyVector:
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vectorScale: 0.2
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vectorScale: 0.05
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meshJoint: {fileID: -5658524651756503351, guid: dc6240c783ee7974e8811c10e071e0cc,
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meshJoint: {fileID: -5658524651756503351, guid: dc6240c783ee7974e8811c10e071e0cc,
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type: 3}
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type: 3}
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meshVector: {fileID: -3149996399109167922, guid: dc6240c783ee7974e8811c10e071e0cc,
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meshVector: {fileID: -3149996399109167922, guid: dc6240c783ee7974e8811c10e071e0cc,
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@ -260,7 +264,7 @@ MonoBehaviour:
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type: 3}
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type: 3}
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meshToolEraser: {fileID: -2868880653068191277, guid: dc6240c783ee7974e8811c10e071e0cc,
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meshToolEraser: {fileID: -2868880653068191277, guid: dc6240c783ee7974e8811c10e071e0cc,
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type: 3}
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type: 3}
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scene: 0
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scene: 1
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--- !u!1 &162671503
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--- !u!1 &162671503
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -276,7 +280,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!4 &162671504
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--- !u!4 &162671504
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Transform:
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Transform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -329,7 +333,7 @@ Camera:
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m_Enabled: 1
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m_Enabled: 1
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serializedVersion: 2
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serializedVersion: 2
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m_ClearFlags: 2
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m_ClearFlags: 2
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m_BackGroundColor: {r: 0.5, g: 0.5, b: 0.5, a: 0}
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m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0}
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m_projectionMatrixMode: 1
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m_projectionMatrixMode: 1
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m_GateFitMode: 2
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m_GateFitMode: 2
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m_FOVAxisMode: 0
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m_FOVAxisMode: 0
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@ -356,7 +360,7 @@ Camera:
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m_TargetDisplay: 0
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m_TargetDisplay: 0
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m_TargetEye: 3
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m_TargetEye: 3
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m_HDR: 1
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m_HDR: 1
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m_AllowMSAA: 1
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m_AllowMSAA: 0
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m_AllowDynamicResolution: 0
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m_AllowDynamicResolution: 0
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m_ForceIntoRT: 0
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m_ForceIntoRT: 0
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m_OcclusionCulling: 1
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m_OcclusionCulling: 1
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@ -392,8 +396,8 @@ MonoBehaviour:
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useRecommendedMSAALevel: 1
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useRecommendedMSAALevel: 1
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_monoscopic: 0
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_monoscopic: 0
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enableAdaptiveResolution: 0
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enableAdaptiveResolution: 0
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minRenderScale: 0.7
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minRenderScale: 2
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maxRenderScale: 1
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maxRenderScale: 2
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_headPoseRelativeOffsetRotation: {x: 0, y: 0, z: 0}
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_headPoseRelativeOffsetRotation: {x: 0, y: 0, z: 0}
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_headPoseRelativeOffsetTranslation: {x: 0, y: 0, z: 0}
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_headPoseRelativeOffsetTranslation: {x: 0, y: 0, z: 0}
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profilerTcpPort: 32419
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profilerTcpPort: 32419
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@ -429,7 +433,7 @@ MonoBehaviour:
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usePositionTracking: 1
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usePositionTracking: 1
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useRotationTracking: 1
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useRotationTracking: 1
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useIPDInPositionTracking: 1
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useIPDInPositionTracking: 1
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resetTrackerOnLoad: 0
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resetTrackerOnLoad: 1
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AllowRecenter: 1
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AllowRecenter: 1
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_reorientHMDOnControllerRecenter: 1
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_reorientHMDOnControllerRecenter: 1
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LateControllerUpdate: 1
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LateControllerUpdate: 1
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@ -623,6 +627,164 @@ MeshFilter:
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--- !u!1 &1464358247
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--- !u!1 &1464358247
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GameObject:
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|
@ -33,8 +33,8 @@ public class AssetSpace
|
||||||
string[] filePaths = Directory.GetFiles(folderPath, "*.json", SearchOption.TopDirectoryOnly);
|
string[] filePaths = Directory.GetFiles(folderPath, "*.json", SearchOption.TopDirectoryOnly);
|
||||||
for (int i = 0; i < filePaths.Length; i++)
|
for (int i = 0; i < filePaths.Length; i++)
|
||||||
{
|
{
|
||||||
name = Path.GetFileNameWithoutExtension(filePaths[i]);
|
string filename = Path.GetFileNameWithoutExtension(filePaths[i]);
|
||||||
loadedNames.Add(name);
|
loadedNames.Add(filename);
|
||||||
Pixelgon pgon = Load();
|
Pixelgon pgon = Load();
|
||||||
Mesh mesh = new Mesh();
|
Mesh mesh = new Mesh();
|
||||||
mesh = polyVector.ToMesh(pgon.vectors);
|
mesh = polyVector.ToMesh(pgon.vectors);
|
||||||
|
@ -42,7 +42,7 @@ public class AssetSpace
|
||||||
asset.pos = Enumerable.Repeat(Vector3.zero, frames).ToArray();
|
asset.pos = Enumerable.Repeat(Vector3.zero, frames).ToArray();
|
||||||
asset.rot = Enumerable.Repeat(Quaternion.identity, frames).ToArray();
|
asset.rot = Enumerable.Repeat(Quaternion.identity, frames).ToArray();
|
||||||
asset.mesh = mesh;
|
asset.mesh = mesh;
|
||||||
assets.Add(name, asset);
|
assets.Add(filename, asset);
|
||||||
}
|
}
|
||||||
|
|
||||||
// load draft.space file
|
// load draft.space file
|
||||||
|
|
|
@ -17,6 +17,8 @@ public class Input
|
||||||
public Vector3 twistCursor;
|
public Vector3 twistCursor;
|
||||||
[HideInInspector]
|
[HideInInspector]
|
||||||
public Vector3 stretchCursor;
|
public Vector3 stretchCursor;
|
||||||
|
[HideInInspector]
|
||||||
|
public Vector3 dragCursor;
|
||||||
|
|
||||||
Vector3 mainCalibDir;
|
Vector3 mainCalibDir;
|
||||||
Quaternion mainCalibRot;
|
Quaternion mainCalibRot;
|
||||||
|
@ -25,11 +27,11 @@ public class Input
|
||||||
{
|
{
|
||||||
oculusInject.Frame(this);
|
oculusInject.Frame(this);
|
||||||
|
|
||||||
|
rig.position = -head.localPosition; // that zeros us out for an offset
|
||||||
|
rig.position += head.localRotation * Vector3.back * 0.666f;
|
||||||
// Calibrate/Recenter
|
// Calibrate/Recenter
|
||||||
if (offCon.one.held) // temporary mapping
|
if (offCon.one.held) // temporary mapping
|
||||||
{
|
{
|
||||||
rig.position = -head.localPosition; // that zeros us out for an offset
|
|
||||||
rig.position += head.localRotation * Vector3.back * 0.666f;
|
|
||||||
|
|
||||||
mainCalibDir = Vector3.zero - WorldPos(mainCon).normalized;
|
mainCalibDir = Vector3.zero - WorldPos(mainCon).normalized;
|
||||||
mainCalibRot = mainCon.physical.Rot();
|
mainCalibRot = mainCon.physical.Rot();
|
||||||
|
@ -50,6 +52,18 @@ public class Input
|
||||||
Quaternion rot = mainCon.physical.Rot() * Quaternion.Inverse(mainCalibRot);
|
Quaternion rot = mainCon.physical.Rot() * Quaternion.Inverse(mainCalibRot);
|
||||||
twistCursor = WorldPos(mainCon) + rot * mainCalibDir * calibDist * zValue;
|
twistCursor = WorldPos(mainCon) + rot * mainCalibDir * calibDist * zValue;
|
||||||
|
|
||||||
|
if (mainCon.grip.held)
|
||||||
|
{
|
||||||
|
dragCursor += mainCon.physical.PosVel() * 3 * Time.deltaTime;
|
||||||
|
|
||||||
|
// clamp
|
||||||
|
// oriel class !
|
||||||
|
// new Vector3(0.6f, 0.4f, 0.4f);
|
||||||
|
dragCursor.x = Mathf.Clamp(dragCursor.x, -0.3f, 0.3f);
|
||||||
|
dragCursor.y = Mathf.Clamp(dragCursor.y, -0.2f, 0.2f);
|
||||||
|
dragCursor.z = Mathf.Clamp(dragCursor.z, -0.2f, 0.2f);
|
||||||
|
}
|
||||||
|
|
||||||
float stretch = Vector3.Distance(WorldPos(mainCon), WorldPos(offCon));
|
float stretch = Vector3.Distance(WorldPos(mainCon), WorldPos(offCon));
|
||||||
stretchCursor = WorldPos(mainCon) + mainCon.physical.Rot() * Vector3.forward * stretch * 3;
|
stretchCursor = WorldPos(mainCon) + mainCon.physical.Rot() * Vector3.forward * stretch * 3;
|
||||||
|
|
||||||
|
@ -67,7 +81,7 @@ public class Input
|
||||||
public class Con
|
public class Con
|
||||||
{
|
{
|
||||||
public Physical physical;
|
public Physical physical;
|
||||||
public Btn trigger, one, two;
|
public Btn trigger, grip, one, two;
|
||||||
|
|
||||||
[Serializable]
|
[Serializable]
|
||||||
public class Btn
|
public class Btn
|
||||||
|
@ -143,6 +157,18 @@ public class OculusInject
|
||||||
con.trigger.held = false;
|
con.trigger.held = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
con.grip.down = con.grip.up = false;
|
||||||
|
if (OVRInput.Get(OVRInput.Button.PrimaryHandTrigger, touchCon))
|
||||||
|
{
|
||||||
|
if (!con.grip.held) { con.grip.down = true; }
|
||||||
|
con.grip.held = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (con.grip.held) { con.grip.up = true; }
|
||||||
|
con.grip.held = false;
|
||||||
|
}
|
||||||
|
|
||||||
con.one.down = con.one.up = false;
|
con.one.down = con.one.up = false;
|
||||||
if (OVRInput.Get(OVRInput.Button.One, touchCon))
|
if (OVRInput.Get(OVRInput.Button.One, touchCon))
|
||||||
{
|
{
|
||||||
|
|
|
@ -180,17 +180,97 @@ public static class StaticMethods
|
||||||
// idk becuase this snapping system will be reused in tools and quads
|
// idk becuase this snapping system will be reused in tools and quads
|
||||||
// scalable 0-1 * design (0 == no snapping) set parameter in ORIEL UI
|
// scalable 0-1 * design (0 == no snapping) set parameter in ORIEL UI
|
||||||
|
|
||||||
// min distance to handle 2+ conflicting snaps
|
pC.x = pA.x;
|
||||||
if (dist < 0.02f)
|
pC.y = pA.y;
|
||||||
|
|
||||||
|
pC.z = Mathf.Clamp(pC.z, pA.z, pB.z);
|
||||||
|
|
||||||
|
return perspective * pC;
|
||||||
|
|
||||||
|
// min distance to handle 2+ conflicting snaps ?
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Vector3 Snap(List<List<Vector3>> lists, Vector3 cursorPos)
|
||||||
|
{
|
||||||
|
Vector3 closestJoint = Vector3.one * 1000;
|
||||||
|
Vector3 closestEdge = Vector3.one * 1000;
|
||||||
|
Vector3 closestMirrorJoint = Vector3.one * 1000;
|
||||||
|
|
||||||
|
for (int l = 0; l < lists.Count; l++)
|
||||||
{
|
{
|
||||||
pC.x = pA.x;
|
int length = 0;
|
||||||
pC.y = pA.y;
|
for (int i = 0; i < lists[l].Count; i++)
|
||||||
|
{
|
||||||
|
if (lists[l][i] == Vector3.zero)
|
||||||
|
{
|
||||||
|
length = 0;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
pC.z = Mathf.Clamp(pC.z, pA.z, pB.z);
|
if (Vector3.Distance(cursorPos, lists[l][i]) < Vector3.Distance(cursorPos, closestJoint))
|
||||||
|
{
|
||||||
|
closestJoint = lists[l][i];
|
||||||
|
}
|
||||||
|
|
||||||
return perspective * pC;
|
if (length > 0)
|
||||||
|
{
|
||||||
|
Vector3 edgeSnapPos = StaticMethods.EdgeSnap(lists[l][i - 1], lists[l][i], cursorPos);
|
||||||
|
if (Vector3.Distance(cursorPos, edgeSnapPos) < Vector3.Distance(cursorPos, closestEdge))
|
||||||
|
{
|
||||||
|
closestEdge = edgeSnapPos;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 xMirrorJoint = lists[l][i];
|
||||||
|
xMirrorJoint.x *= -1;
|
||||||
|
if (Vector3.Distance(cursorPos, xMirrorJoint) < Vector3.Distance(cursorPos, closestMirrorJoint))
|
||||||
|
{
|
||||||
|
closestMirrorJoint = xMirrorJoint;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 yMirrorJoint = lists[l][i];
|
||||||
|
yMirrorJoint.y *= -1;
|
||||||
|
if (Vector3.Distance(cursorPos, yMirrorJoint) < Vector3.Distance(cursorPos, closestMirrorJoint))
|
||||||
|
{
|
||||||
|
closestMirrorJoint = yMirrorJoint;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 zMirrorJoint = lists[l][i];
|
||||||
|
zMirrorJoint.z *= -1;
|
||||||
|
if (Vector3.Distance(cursorPos, zMirrorJoint) < Vector3.Distance(cursorPos, closestMirrorJoint))
|
||||||
|
{
|
||||||
|
closestMirrorJoint = zMirrorJoint;
|
||||||
|
}
|
||||||
|
|
||||||
|
length++;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return c;
|
Vector3 xMiddleJoint = cursorPos;
|
||||||
|
xMiddleJoint.x = 0;
|
||||||
|
if (Vector3.Distance(cursorPos, xMiddleJoint) < Vector3.Distance(cursorPos, closestMirrorJoint))
|
||||||
|
{
|
||||||
|
closestMirrorJoint = xMiddleJoint;
|
||||||
|
}
|
||||||
|
|
||||||
|
Vector3 snapPos = cursorPos;
|
||||||
|
if (Vector3.Distance(cursorPos, closestJoint) < 0.015f) // snap dist
|
||||||
|
{
|
||||||
|
snapPos = closestJoint;
|
||||||
|
}
|
||||||
|
else if (Vector3.Distance(cursorPos, closestEdge) < 0.015f)
|
||||||
|
{
|
||||||
|
snapPos = closestEdge;
|
||||||
|
}
|
||||||
|
else if (Vector3.Distance(cursorPos, closestMirrorJoint) < 0.015f)
|
||||||
|
{
|
||||||
|
snapPos = closestMirrorJoint;
|
||||||
|
}
|
||||||
|
// else if (vector.Count > 1) //weird
|
||||||
|
// {
|
||||||
|
// snapPos = StaticMethods.DirSnap(vector[vector.Count - 2], cursorPos);
|
||||||
|
// }
|
||||||
|
|
||||||
|
return snapPos;
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -1,44 +0,0 @@
|
||||||
using UnityEngine;
|
|
||||||
using UnityEditor.Recorder;
|
|
||||||
|
|
||||||
[RequireComponent(typeof(Camera))]
|
|
||||||
public class Recorder : MonoBehaviour
|
|
||||||
{
|
|
||||||
// Make this a prefab, that way you can move it between scenes
|
|
||||||
|
|
||||||
[Header("References")]
|
|
||||||
public Mesh mesh;
|
|
||||||
public MeshRenderer viewFinderRend;
|
|
||||||
|
|
||||||
Camera cam;
|
|
||||||
RecorderController recorder;
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
cam = GetComponent<Camera>();
|
|
||||||
|
|
||||||
RenderTexture viewTex = new RenderTexture(512, 256, 16, RenderTextureFormat.Default);
|
|
||||||
viewTex.Create();
|
|
||||||
viewFinderRend.material.mainTexture = cam.targetTexture = viewTex;
|
|
||||||
|
|
||||||
RecorderControllerSettings settings = new RecorderControllerSettings();
|
|
||||||
recorder = new RecorderController(settings);
|
|
||||||
recorder.PrepareRecording();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update()
|
|
||||||
{
|
|
||||||
// Need to interact spatially with it, so buttons on the camera?
|
|
||||||
// nah to imprecise? esp if the camera is moving...
|
|
||||||
// then how do we get it to play nice with existing controls...
|
|
||||||
// its just one button for now so we can squeeze it in somewhere
|
|
||||||
|
|
||||||
// Hook up to unity recorder system (only works in editor :/)
|
|
||||||
// Record
|
|
||||||
// recorder.StartRecording();
|
|
||||||
// End
|
|
||||||
// recorder.StopRecording();
|
|
||||||
|
|
||||||
// Pause (nice in theory annoying in practice *need to trim and adjust clips)
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: e19de3c166899cf46b2aa22dee06446c
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
|
@ -235,14 +235,20 @@ public class Render
|
||||||
matCursor, 0
|
matCursor, 0
|
||||||
);
|
);
|
||||||
|
|
||||||
Graphics.DrawMesh(meshCursor,
|
// Graphics.DrawMesh(meshCursor,
|
||||||
input.twistCursor,
|
// input.twistCursor,
|
||||||
Quaternion.identity,
|
// Quaternion.identity,
|
||||||
matCursor, 0
|
// matCursor, 0
|
||||||
);
|
// );
|
||||||
|
|
||||||
|
// Graphics.DrawMesh(meshCursor,
|
||||||
|
// input.stretchCursor,
|
||||||
|
// Quaternion.identity,
|
||||||
|
// matCursor, 0
|
||||||
|
// );
|
||||||
|
|
||||||
Graphics.DrawMesh(meshCursor,
|
Graphics.DrawMesh(meshCursor,
|
||||||
input.stretchCursor,
|
input.dragCursor,
|
||||||
Quaternion.identity,
|
Quaternion.identity,
|
||||||
matCursor, 0
|
matCursor, 0
|
||||||
);
|
);
|
||||||
|
|
|
@ -27,7 +27,7 @@ public class ToolEditVector
|
||||||
|
|
||||||
public void Frame(Input input, Pixelgon pixelgon)
|
public void Frame(Input input, Pixelgon pixelgon)
|
||||||
{
|
{
|
||||||
cursorPos = input.twistCursor;
|
Vector3 rawCursorPos = cursorPos = input.dragCursor;
|
||||||
|
|
||||||
if (!selecting)
|
if (!selecting)
|
||||||
{
|
{
|
||||||
|
|
|
@ -19,7 +19,7 @@ public class ToolEraser
|
||||||
|
|
||||||
public void Frame(Input input, Pixelgon pixelgon)
|
public void Frame(Input input, Pixelgon pixelgon)
|
||||||
{
|
{
|
||||||
cursorPos = input.twistCursor;
|
Vector3 rawCursorPos = cursorPos = input.dragCursor;
|
||||||
|
|
||||||
if (input.mainCon.trigger.held)
|
if (input.mainCon.trigger.held)
|
||||||
{
|
{
|
||||||
|
@ -35,13 +35,10 @@ public class ToolEraser
|
||||||
{
|
{
|
||||||
if (length > 0)
|
if (length > 0)
|
||||||
{
|
{
|
||||||
cursorPos = StaticMethods.EdgeSnap(
|
Vector3 edgeSnapPos = StaticMethods.EdgeSnap(pixelgon.vectors[i - 1], pixelgon.vectors[i], rawCursorPos);
|
||||||
pixelgon.vectors[i - 1],
|
if (Vector3.Distance(rawCursorPos, edgeSnapPos) < 0.015f)
|
||||||
pixelgon.vectors[i],
|
|
||||||
input.twistCursor
|
|
||||||
);
|
|
||||||
if (cursorPos != input.twistCursor)
|
|
||||||
{
|
{
|
||||||
|
cursorPos = edgeSnapPos;
|
||||||
if (cursorPos == pixelgon.vectors[i - 1])
|
if (cursorPos == pixelgon.vectors[i - 1])
|
||||||
{
|
{
|
||||||
selected.Add(i - 1);
|
selected.Add(i - 1);
|
||||||
|
|
|
@ -19,50 +19,14 @@ public class ToolNewVector
|
||||||
|
|
||||||
public void Frame(Input input, Pixelgon pixelgon)
|
public void Frame(Input input, Pixelgon pixelgon)
|
||||||
{
|
{
|
||||||
bool snapped = false;
|
Vector3 rawCursorPos = cursorPos = input.dragCursor;
|
||||||
cursorPos = input.twistCursor;
|
|
||||||
|
|
||||||
int length = 0;
|
List<List<Vector3>> lists = new List<List<Vector3>> {
|
||||||
for (int i = 0; i < pixelgon.vectors.Count; i++)
|
pixelgon.vectors, vector.GetRange(0, Mathf.Max(vector.Count - 1, 0))
|
||||||
{
|
};
|
||||||
if (pixelgon.vectors[i] == Vector3.zero)
|
|
||||||
{
|
|
||||||
length = 0;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (length > 0)
|
|
||||||
{
|
|
||||||
cursorPos = StaticMethods.EdgeSnap(
|
|
||||||
pixelgon.vectors[i - 1],
|
|
||||||
pixelgon.vectors[i],
|
|
||||||
input.twistCursor
|
|
||||||
);
|
|
||||||
if (cursorPos != input.twistCursor)
|
|
||||||
{
|
|
||||||
// how to switch between edge snap and direction snap
|
|
||||||
// can you have them both happening at the same time?
|
|
||||||
// is it a priority based system?
|
|
||||||
snapped = true;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
length++;
|
// wow this class is so much cleaner lool
|
||||||
}
|
cursorPos = StaticMethods.Snap(lists, rawCursorPos);
|
||||||
}
|
|
||||||
|
|
||||||
if (!snapped && vector.Count > 1)
|
|
||||||
{
|
|
||||||
cursorPos = StaticMethods.DirSnap(vector[vector.Count - 2], cursorPos);
|
|
||||||
if (cursorPos != input.twistCursor)
|
|
||||||
{
|
|
||||||
// how to switch between edge snap and direction snap
|
|
||||||
// can you have them both happening at the same time?
|
|
||||||
// is it a priority based system?
|
|
||||||
snapped = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (input.mainCon.trigger.down)
|
if (input.mainCon.trigger.down)
|
||||||
{
|
{
|
||||||
|
|
Binary file not shown.
BIN
Assets/digdugdraft.blend1
Normal file
BIN
Assets/digdugdraft.blend1
Normal file
Binary file not shown.
7
Assets/digdugdraft.blend1.meta
Normal file
7
Assets/digdugdraft.blend1.meta
Normal file
|
@ -0,0 +1,7 @@
|
||||||
|
fileFormatVersion: 2
|
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|
guid: f67f7e4eb69cd9c43b87e150f1a55885
|
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|
DefaultImporter:
|
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|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Binary file not shown.
Binary file not shown.
175
Content/pixelgon-logo.svg
Normal file
175
Content/pixelgon-logo.svg
Normal file
|
@ -0,0 +1,175 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
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|
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<svg
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|
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|
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|
xmlns:cc="http://creativecommons.org/ns#"
|
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|
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
|
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|
xmlns:svg="http://www.w3.org/2000/svg"
|
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|
xmlns="http://www.w3.org/2000/svg"
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|
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
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width="800"
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|
height="400"
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|
viewBox="0 0 800 400.00002"
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|
version="1.1"
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|
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|
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|
inkscape:version="0.92.4 (5da689c313, 2019-01-14)"
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|
sodipodi:docname="pixelgon-logo.svg">
|
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|
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|
id="defs2" />
|
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|
<sodipodi:namedview
|
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|
id="base"
|
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|
pagecolor="#000000"
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|
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|
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inkscape:current-layer="layer1"
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inkscape:window-width="1280"
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inkscape:window-x="-8"
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inkscape:window-y="22"
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|
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|
rdf:about="">
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|
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|
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|
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|
@ -37,6 +37,9 @@ GraphicsSettings:
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|
- {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
m_PreloadedShaders: []
|
m_PreloadedShaders: []
|
||||||
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
|
||||||
type: 0}
|
type: 0}
|
||||||
|
|
|
@ -42,8 +42,8 @@ PlayerSettings:
|
||||||
m_SplashScreenLogos: []
|
m_SplashScreenLogos: []
|
||||||
m_VirtualRealitySplashScreen: {fileID: 0}
|
m_VirtualRealitySplashScreen: {fileID: 0}
|
||||||
m_HolographicTrackingLossScreen: {fileID: 0}
|
m_HolographicTrackingLossScreen: {fileID: 0}
|
||||||
defaultScreenWidth: 1024
|
defaultScreenWidth: 800
|
||||||
defaultScreenHeight: 768
|
defaultScreenHeight: 600
|
||||||
defaultScreenWidthWeb: 960
|
defaultScreenWidthWeb: 960
|
||||||
defaultScreenHeightWeb: 600
|
defaultScreenHeightWeb: 600
|
||||||
m_StereoRenderingPath: 0
|
m_StereoRenderingPath: 0
|
||||||
|
@ -91,7 +91,7 @@ PlayerSettings:
|
||||||
xboxEnableFitness: 0
|
xboxEnableFitness: 0
|
||||||
visibleInBackground: 1
|
visibleInBackground: 1
|
||||||
allowFullscreenSwitch: 1
|
allowFullscreenSwitch: 1
|
||||||
fullscreenMode: 1
|
fullscreenMode: 3
|
||||||
xboxSpeechDB: 0
|
xboxSpeechDB: 0
|
||||||
xboxEnableHeadOrientation: 0
|
xboxEnableHeadOrientation: 0
|
||||||
xboxEnableGuest: 0
|
xboxEnableGuest: 0
|
||||||
|
@ -153,7 +153,7 @@ PlayerSettings:
|
||||||
v2Signing: 1
|
v2Signing: 1
|
||||||
enable360StereoCapture: 0
|
enable360StereoCapture: 0
|
||||||
isWsaHolographicRemotingEnabled: 0
|
isWsaHolographicRemotingEnabled: 0
|
||||||
enableFrameTimingStats: 0
|
enableFrameTimingStats: 1
|
||||||
useHDRDisplay: 0
|
useHDRDisplay: 0
|
||||||
D3DHDRBitDepth: 0
|
D3DHDRBitDepth: 0
|
||||||
m_ColorGamuts: 00000000
|
m_ColorGamuts: 00000000
|
||||||
|
|
|
@ -21,7 +21,7 @@ QualitySettings:
|
||||||
skinWeights: 255
|
skinWeights: 255
|
||||||
textureQuality: 0
|
textureQuality: 0
|
||||||
anisotropicTextures: 2
|
anisotropicTextures: 2
|
||||||
antiAliasing: 2
|
antiAliasing: 0
|
||||||
softParticles: 1
|
softParticles: 1
|
||||||
softVegetation: 1
|
softVegetation: 1
|
||||||
realtimeReflectionProbes: 1
|
realtimeReflectionProbes: 1
|
||||||
|
|
Loading…
Add table
Reference in a new issue