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Cleaned up project; Started with Individual waiting times

Furkan Karakocaoglu 1 year ago
parent
commit
33f84abd8f
100 changed files with 282 additions and 16796 deletions
  1. 46 46
      testumgebung/CrowdModelling/Assets/Depictions_Years/Prefabs/GameObjects/## Market stalls ##.prefab
  2. 46 46
      testumgebung/CrowdModelling/Assets/Depictions_Years/Prefabs/GameObjects/## Waypoints ##.prefab
  3. 1 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/General/InstantiatePrefab.cs
  4. 1 1
      testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/General/TurnOnOffTimePeriod.cs
  5. 6 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/TestingFunctions/SpatialTimeSimulation.cs
  6. 182 793
      testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears.unity
  7. BIN
      testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears/NavMesh-## Surface Obstacles ##.asset
  8. 0 8
      testumgebung/CrowdModelling/Assets/SplineMesh.meta
  9. 0 10
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  25. BIN
      testumgebung/CrowdModelling/Assets/SplineMesh/DemoAssets/Mesh/Railling.fbx
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  29. 0 10
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  30. 0 98
      testumgebung/CrowdModelling/Assets/SplineMesh/DemoAssets/Prefabs/Capsule.prefab
  31. 0 10
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  32. 0 297
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  34. 0 211
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  36. 0 222
      testumgebung/CrowdModelling/Assets/SplineMesh/DemoAssets/Prefabs/RopeSegment.prefab
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  47. 0 243
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  48. 0 12
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  49. 0 115
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/CurveSample.cs
  50. 0 11
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/CurveSample.cs.meta
  51. 0 320
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/Spline.cs
  52. 0 12
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  53. 0 107
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  58. 0 298
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Editor/SplineEditor.cs
  59. 0 12
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  60. 0 163
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  62. 0 9
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  63. 0 83
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleContortAlong.cs
  64. 0 11
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  65. 0 59
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleFollowSpline.cs
  66. 0 13
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  67. 0 102
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleGrowingRoot.cs
  68. 0 11
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleGrowingRoot.cs.meta
  69. 0 110
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleSower.cs
  70. 0 12
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleSower.cs.meta
  71. 0 41
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleTentacle.cs
  72. 0 12
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleTentacle.cs.meta
  73. 0 172
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleTrack.cs
  74. 0 11
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  75. 0 112
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/RopeBuilder.cs
  76. 0 11
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  77. 0 8
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing.meta
  78. 0 228
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/ExtrusionSegment.cs
  79. 0 11
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  80. 0 327
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/MeshBender.cs
  81. 0 12
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  82. 0 23
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/MeshVertex.cs
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  84. 0 179
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  85. 0 11
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  86. 0 96
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  90. 0 8
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  91. 0 14
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Utils/CameraUtility.cs
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  93. 0 79
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Utils/MeshUtility.cs
  94. 0 11
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  95. 0 48
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Utils/UOUtility.cs
  96. 0 11
      testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Utils/UOUtility.cs.meta
  97. 0 10432
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  98. 0 9
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  99. 0 8
      testumgebung/CrowdModelling/Assets/VolumetricLines.meta
  100. 0 9
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+ 46 - 46
testumgebung/CrowdModelling/Assets/Depictions_Years/Prefabs/GameObjects/## Market stalls ##.prefab

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@@ -1082,7 +1082,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_RootOrder
-      value: 9
+      value: 6
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
@@ -1142,7 +1142,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_Name
-      value: Market_stall_Cube (9)
+      value: Market_stall_Cube (6)
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
@@ -1187,7 +1187,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_RootOrder
-      value: 3
+      value: 16
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
@@ -1242,7 +1242,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_Name
-      value: Market_stall_Cube (3)
+      value: Market_stall_Cube (16)
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
@@ -1277,7 +1277,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_RootOrder
-      value: 13
+      value: 1
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
@@ -1332,7 +1332,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_Name
-      value: Market_stall_Cube (13)
+      value: Market_stall_Cube (1)
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
@@ -1367,7 +1367,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_RootOrder
-      value: 0
+      value: 13
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
@@ -1422,7 +1422,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_Name
-      value: Market_stall_Cube
+      value: Market_stall_Cube (13)
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
@@ -1457,7 +1457,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_RootOrder
-      value: 5
+      value: 10
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
@@ -1517,7 +1517,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_Name
-      value: Market_stall_Cube (5)
+      value: Market_stall_Cube (10)
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
@@ -1552,7 +1552,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_RootOrder
-      value: 15
+      value: 3
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558516, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
@@ -1607,7 +1607,7 @@ PrefabInstance:
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}
       propertyPath: m_Name
-      value: Market_stall_Cube (15)
+      value: Market_stall_Cube (3)
       objectReference: {fileID: 0}
     - target: {fileID: 2230880021112558519, guid: dd9e81a426d20d048a5bf585678a7cb9,
         type: 3}

+ 46 - 46
testumgebung/CrowdModelling/Assets/Depictions_Years/Prefabs/GameObjects/## Waypoints ##.prefab

@@ -12,7 +12,7 @@ GameObject:
   - component: {fileID: 271094133178678619}
   - component: {fileID: 271094133178678596}
   m_Layer: 13
-  m_Name: Stand (2)
+  m_Name: Stand (15)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -30,7 +30,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 5}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 2
+  m_RootOrder: 15
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094133178678619
 MeshFilter:
@@ -91,7 +91,7 @@ GameObject:
   - component: {fileID: 271094133226612397}
   - component: {fileID: 271094133226612398}
   m_Layer: 13
-  m_Name: Stand (1)
+  m_Name: Stand (14)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -109,7 +109,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 5}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 1
+  m_RootOrder: 14
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094133226612397
 MeshFilter:
@@ -170,7 +170,7 @@ GameObject:
   - component: {fileID: 271094133550333099}
   - component: {fileID: 271094133550333076}
   m_Layer: 13
-  m_Name: Stand (3)
+  m_Name: Stand (16)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -188,7 +188,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 5}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 3
+  m_RootOrder: 16
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094133550333099
 MeshFilter:
@@ -249,7 +249,7 @@ GameObject:
   - component: {fileID: 271094133657593561}
   - component: {fileID: 271094133657593562}
   m_Layer: 13
-  m_Name: Stand (12)
+  m_Name: Stand (0)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -267,7 +267,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 5}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 12
+  m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094133657593561
 MeshFilter:
@@ -343,23 +343,23 @@ Transform:
   m_LocalPosition: {x: 0, y: 0, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_Children:
-  - {fileID: 271094133724198853}
-  - {fileID: 271094133226612393}
-  - {fileID: 271094133178678599}
-  - {fileID: 271094133550333079}
-  - {fileID: 271094134049556201}
-  - {fileID: 271094134998371756}
-  - {fileID: 271094133814111649}
-  - {fileID: 271094134201386706}
-  - {fileID: 271094133837110222}
-  - {fileID: 271094134200338811}
-  - {fileID: 271094135069214095}
-  - {fileID: 271094134696234501}
   - {fileID: 271094133657593541}
   - {fileID: 271094133818148057}
   - {fileID: 271094133975395041}
   - {fileID: 271094134521793154}
   - {fileID: 8863284690575066814}
+  - {fileID: 271094133837110222}
+  - {fileID: 271094134200338811}
+  - {fileID: 271094135069214095}
+  - {fileID: 271094134696234501}
+  - {fileID: 271094134049556201}
+  - {fileID: 271094134998371756}
+  - {fileID: 271094133814111649}
+  - {fileID: 271094134201386706}
+  - {fileID: 271094133724198853}
+  - {fileID: 271094133226612393}
+  - {fileID: 271094133178678599}
+  - {fileID: 271094133550333079}
   - {fileID: 1804784834838191554}
   m_Father: {fileID: 0}
   m_RootOrder: 0
@@ -376,7 +376,7 @@ GameObject:
   - component: {fileID: 271094133724198873}
   - component: {fileID: 271094133724198874}
   m_Layer: 13
-  m_Name: Stand
+  m_Name: Stand (13)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -394,7 +394,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 5}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 0
+  m_RootOrder: 13
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094133724198873
 MeshFilter:
@@ -455,7 +455,7 @@ GameObject:
   - component: {fileID: 271094133814111653}
   - component: {fileID: 271094133814111654}
   m_Layer: 13
-  m_Name: Stand (6)
+  m_Name: Stand (11)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -473,7 +473,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 4}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 6
+  m_RootOrder: 11
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094133814111653
 MeshFilter:
@@ -534,7 +534,7 @@ GameObject:
   - component: {fileID: 271094133818148061}
   - component: {fileID: 271094133818148062}
   m_Layer: 13
-  m_Name: Stand (13)
+  m_Name: Stand (1)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -552,7 +552,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 5}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 13
+  m_RootOrder: 1
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094133818148061
 MeshFilter:
@@ -613,7 +613,7 @@ GameObject:
   - component: {fileID: 271094133837110210}
   - component: {fileID: 271094133837110211}
   m_Layer: 13
-  m_Name: Stand (8)
+  m_Name: Stand (5)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -631,7 +631,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 4}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 8
+  m_RootOrder: 5
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094133837110210
 MeshFilter:
@@ -692,7 +692,7 @@ GameObject:
   - component: {fileID: 271094133975395045}
   - component: {fileID: 271094133975395046}
   m_Layer: 13
-  m_Name: Stand (14)
+  m_Name: Stand (2)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -710,7 +710,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 5}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 14
+  m_RootOrder: 2
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094133975395045
 MeshFilter:
@@ -771,7 +771,7 @@ GameObject:
   - component: {fileID: 271094134049556205}
   - component: {fileID: 271094134049556206}
   m_Layer: 13
-  m_Name: Stand (4)
+  m_Name: Stand (9)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -789,7 +789,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 4}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 4
+  m_RootOrder: 9
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094134049556205
 MeshFilter:
@@ -850,7 +850,7 @@ GameObject:
   - component: {fileID: 271094134200338815}
   - component: {fileID: 271094134200338808}
   m_Layer: 13
-  m_Name: Stand (9)
+  m_Name: Stand (6)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -868,7 +868,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 4}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 9
+  m_RootOrder: 6
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094134200338815
 MeshFilter:
@@ -929,7 +929,7 @@ GameObject:
   - component: {fileID: 271094134201386710}
   - component: {fileID: 271094134201386711}
   m_Layer: 13
-  m_Name: Stand (7)
+  m_Name: Stand (12)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -947,7 +947,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 4}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 7
+  m_RootOrder: 12
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094134201386710
 MeshFilter:
@@ -1008,7 +1008,7 @@ GameObject:
   - component: {fileID: 271094134521793158}
   - component: {fileID: 271094134521793159}
   m_Layer: 13
-  m_Name: Stand (15)
+  m_Name: Stand (3)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -1026,7 +1026,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 5}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 15
+  m_RootOrder: 3
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094134521793158
 MeshFilter:
@@ -1087,7 +1087,7 @@ GameObject:
   - component: {fileID: 271094134696234521}
   - component: {fileID: 271094134696234522}
   m_Layer: 13
-  m_Name: Stand (11)
+  m_Name: Stand (8)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -1105,7 +1105,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 4}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 11
+  m_RootOrder: 8
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094134696234521
 MeshFilter:
@@ -1166,7 +1166,7 @@ GameObject:
   - component: {fileID: 271094134998371744}
   - component: {fileID: 271094134998371745}
   m_Layer: 13
-  m_Name: Stand (5)
+  m_Name: Stand (10)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -1184,7 +1184,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 4}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 5
+  m_RootOrder: 10
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094134998371744
 MeshFilter:
@@ -1245,7 +1245,7 @@ GameObject:
   - component: {fileID: 271094135069214083}
   - component: {fileID: 271094135069214092}
   m_Layer: 13
-  m_Name: Stand (10)
+  m_Name: Stand (7)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -1263,7 +1263,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 4}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 10
+  m_RootOrder: 7
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &271094135069214083
 MeshFilter:
@@ -1324,7 +1324,7 @@ GameObject:
   - component: {fileID: 6075326148362191561}
   - component: {fileID: 8721483773229617569}
   m_Layer: 13
-  m_Name: Stand (16)
+  m_Name: Stand (4)
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -1342,7 +1342,7 @@ Transform:
   m_LocalScale: {x: 4, y: 1, z: 5}
   m_Children: []
   m_Father: {fileID: 271094133710174791}
-  m_RootOrder: 16
+  m_RootOrder: 4
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
 --- !u!33 &6075326148362191561
 MeshFilter:

+ 1 - 0
testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/General/InstantiatePrefab.cs

@@ -16,6 +16,7 @@ public class InstantiatePrefab : MonoBehaviour
     [SerializeField]
     private GameObject waypoints;
     public int[] waypointsFrequency;
+    public Vector2[] individualWaitingTimer;
     
     [Header("Number of Humans and Groups")]
     public int amount = 100;

+ 1 - 1
testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/General/TurnOnOffTimePeriod.cs

@@ -48,7 +48,7 @@ public class TurnOnOffTimePeriod : MonoBehaviour
                 toggle.interactable = false;
         else
         {
-            string toggleName = "Visibility 2020";
+            string toggleName = "Visibility 2019";
             foreach (var toggle in toggleGO)
                 if (toggle.name != toggleName)
                     toggle.isOn = false;

+ 6 - 0
testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/TestingFunctions/SpatialTimeSimulation.cs

@@ -10,6 +10,7 @@ using System;
 public class SpatialTimeSimulation : MonoBehaviour
 {
     // Waypoints and Rotations
+    [HideInInspector]
     public Tuple<List<float>, List<Vector3>, List<Quaternion>, List<float>>[][] timePosRotList;
 
     // Private Journey Settings
@@ -29,6 +30,7 @@ public class SpatialTimeSimulation : MonoBehaviour
 
     // Slider Settings
     public Slider slider;
+    public GameObject buttons;
     private float prevSliderValue;
 
     // Thief Settings
@@ -115,6 +117,10 @@ public class SpatialTimeSimulation : MonoBehaviour
         slider.wholeNumbers = true;
         prevSliderValue = slider.value;
 
+        // Don't show buttons
+        if (buttons.activeSelf)
+            buttons.SetActive(false);
+
         currentStartPoint++;
         slider.value = currentStartPoint;
         startTime = Time.time;

File diff suppressed because it is too large
+ 182 - 793
testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears.unity


BIN
testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears/NavMesh-## Surface Obstacles ##.asset


+ 0 - 8
testumgebung/CrowdModelling/Assets/SplineMesh.meta

@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 141c11b1ce91046469f5c5d99e8a9fe9
-folderAsset: yes
-DefaultImporter:
-  externalObjects: {}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 10
testumgebung/CrowdModelling/Assets/SplineMesh/DemoAssets.meta

@@ -1,10 +0,0 @@
-fileFormatVersion: 2
-guid: 15cbdaa4080c19348aca7a7c80cc6d91
-folderAsset: yes
-timeCreated: 1510260367
-licenseType: Store
-DefaultImporter:
-  externalObjects: {}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 10
testumgebung/CrowdModelling/Assets/SplineMesh/DemoAssets/Materials.meta

@@ -1,10 +0,0 @@
-fileFormatVersion: 2
-guid: ba3cef361f8301a4bad3494d6cee638f
-folderAsset: yes
-timeCreated: 1510348333
-licenseType: Store
-DefaultImporter:
-  externalObjects: {}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 76
testumgebung/CrowdModelling/Assets/SplineMesh/DemoAssets/Materials/Default.mat

@@ -1,76 +0,0 @@
-%YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
---- !u!21 &2100000
-Material:
-  serializedVersion: 6
-  m_ObjectHideFlags: 0
-  m_PrefabParentObject: {fileID: 0}
-  m_PrefabInternal: {fileID: 0}
-  m_Name: Default
-  m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
-  m_ShaderKeywords: 
-  m_LightmapFlags: 4
-  m_EnableInstancingVariants: 0
-  m_DoubleSidedGI: 0
-  m_CustomRenderQueue: -1
-  stringTagMap: {}
-  disabledShaderPasses: []
-  m_SavedProperties:
-    serializedVersion: 3
-    m_TexEnvs:
-    - _BumpMap:
-        m_Texture: {fileID: 0}
-        m_Scale: {x: 1, y: 1}
-        m_Offset: {x: 0, y: 0}
-    - _DetailAlbedoMap:
-        m_Texture: {fileID: 0}
-        m_Scale: {x: 1, y: 1}
-        m_Offset: {x: 0, y: 0}
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-* SplineMesh documentation *
-
-// What is it?
-    A spline is a set of nodes connected by bezier curves. Each node is defined by a position and a direction.
-	The MeshBender component create a deformed mesh from a source mesh by moving its vertices accordingly to a bezier curve.
-
-// How to create a spline object?
-    Menu -> GameObject -> 3D Object -> Spline
-     - or -
-	on any object, add the Spline component
-
-// How to draw a spline?
-    select an object with Spline component (and make sure the component is expanded)
-	a basic 2-nodes spline is created by default
-	select a node and move it
-	when a node is selected, the directions appear. Select one of them and move it
-	use the add button in the inspector to insert a node in the spline, directly after the selected one
-	use the delete button in the inspector to delete the selected node (you can't have less than two nodes)
-
-// How to bend a mesh?
-    add the SplineMeshTiling component along with Spline
-    set the mesh, a material and an optional transform to apply to the mesh
-    SplineMeshTiling can bend meshes in a number of ways. Here are some examples:
-      - one mesh fitting each curve,
-      - a single mesh stretched along the spline,
-      - as many meshes as possible in the length of the spline,
-      - a single mesh stretched in a specific interval [start, end] along the curve.
-    SplineMeshTiling covers 80% of the use cases but you will most likely reach limitations. Every use case is unique and you may need to write you own
-    script. SplineMesh is designed for this pupose, and you should be able to exapand the SplineMeshTiling or the other examples to fit you need.
-
-// What else can I do?
-    roads, snake, tentacle, footprint track, tunnels, walls, caves, coconut tree trunks...
-    SplineMesh can also simply place GameObjects along a spline: lamps on the side of a road, asteroids around a planet, leafs in a wind stream, bat trajectory, action camera...
-
-    you can add the AutoSmoother component to automaticaly find a smooth direction for the nodes.
-    you can bake lighting safely on bent meshes by unchecking UpdateInPlayMode option.
-    you can generate a MeshCollider as well
-
-Troubleshooting :
- - I can't see my bent mesh at all
-Try changing the scale of your mesh in SplineMeshTiling for another order of magnitude. It can be either to small, or to big to be seen
-
- - My mesh is not bent smoothly
-Your mesh probably lack vertices along the axis to bend : SplineMesh doesn't add vertices to the mesh, it only move existing ones.
-Try adding vertices on the mesh along the axis to bend
-Try to have more smaller curves on your spline
-
-  - My MeshCollider is not updated
-MeshColliders are computationaly intensive and need baking. It is not reasonbly possible to update such a collider each frame.
-Try replace your MeshCollider by sowing primitive colliders that fit in the shape.
-
- - My mesh seems broken
-The MeshBender only bend along X axis. Your mesh is probably not oriented this way. You can specify a rotation (see ExemplePipe)
-
- - My mesh is twisted
-When the curve goes vertical, you will encounter a gimbal lock effect. That means that in this configuration, Y and X axis are merged and SplineMesh can't decide
-which direction is the "up". By default, the world up is used. In gimbal lock situations (looping for example), you can display the up vector and specify a value.
-See the bridge in the showcase scene for an example.
- 
- - Mesh or extrusion generation is slow in the editor
-More vertices means less performances. Try to reduce the vertex count.
-Very long splines can lead to performance issues too. Try many splines with less nodes.

+ 0 - 9
testumgebung/CrowdModelling/Assets/SplineMesh/Doc.txt.meta

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testumgebung/CrowdModelling/Assets/SplineMesh/Scripts.meta

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testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier.meta

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+ 0 - 243
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/CubicBezierCurve.cs

@@ -1,243 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace SplineMesh {
-    /// <summary>
-    /// Mathematical object for cubic Bézier curve definition.
-    /// It is made of two spline nodes which hold the four needed control points : two positions and two directions
-    /// It provides methods to get positions and tangent along the curve, specifying a distance or a ratio, plus the curve length.
-    /// 
-    /// Note that a time of 0.5 and half the total distance won't necessarily define the same curve point as the curve curvature is not linear.
-    /// </summary>
-    [Serializable]
-    public class CubicBezierCurve {
-
-        private const int STEP_COUNT = 30;
-        private const float T_STEP = 1.0f / STEP_COUNT;
-
-        private readonly List<CurveSample> samples = new List<CurveSample>(STEP_COUNT);
-
-        public SplineNode n1, n2;
-
-        /// <summary>
-        /// Length of the curve in world unit.
-        /// </summary>
-        public float Length { get; private set; }
-
-        /// <summary>
-        /// This event is raised when of of the control points has moved.
-        /// </summary>
-        public UnityEvent Changed = new UnityEvent();
-
-        /// <summary>
-        /// Build a new cubic Bézier curve between two given spline node.
-        /// </summary>
-        /// <param name="n1"></param>
-        /// <param name="n2"></param>
-        public CubicBezierCurve(SplineNode n1, SplineNode n2) {
-            this.n1 = n1;
-            this.n2 = n2;
-            n1.Changed += ComputeSamples;
-            n2.Changed += ComputeSamples;
-            ComputeSamples(null, null);
-        }
-
-        /// <summary>
-        /// Change the start node of the curve.
-        /// </summary>
-        /// <param name="n1"></param>
-        public void ConnectStart(SplineNode n1) {
-            this.n1.Changed -= ComputeSamples;
-            this.n1 = n1;
-            n1.Changed += ComputeSamples;
-            ComputeSamples(null, null);
-        }
-
-        /// <summary>
-        /// Change the end node of the curve.
-        /// </summary>
-        /// <param name="n2"></param>
-        public void ConnectEnd(SplineNode n2) {
-            this.n2.Changed -= ComputeSamples;
-            this.n2 = n2;
-            n2.Changed += ComputeSamples;
-            ComputeSamples(null, null);
-        }
-
-        /// <summary>
-        /// Convinent method to get the third control point of the curve, as the direction of the end spline node indicates the starting tangent of the next curve.
-        /// </summary>
-        /// <returns></returns>
-        public Vector3 GetInverseDirection() {
-            return (2 * n2.Position) - n2.Direction;
-        }
-
-        /// <summary>
-        /// Returns point on curve at given time. Time must be between 0 and 1.
-        /// </summary>
-        /// <param name="t"></param>
-        /// <returns></returns>
-        private Vector3 GetLocation(float t) {
-            float omt = 1f - t;
-            float omt2 = omt * omt;
-            float t2 = t * t;
-            return
-                n1.Position * (omt2 * omt) +
-                n1.Direction * (3f * omt2 * t) +
-                GetInverseDirection() * (3f * omt * t2) +
-                n2.Position * (t2 * t);
-        }
-
-        /// <summary>
-        /// Returns tangent of curve at given time. Time must be between 0 and 1.
-        /// </summary>
-        /// <param name="t"></param>
-        /// <returns></returns>
-        private Vector3 GetTangent(float t) {
-            float omt = 1f - t;
-            float omt2 = omt * omt;
-            float t2 = t * t;
-            Vector3 tangent =
-                n1.Position * (-omt2) +
-                n1.Direction * (3 * omt2 - 2 * omt) +
-                GetInverseDirection() * (-3 * t2 + 2 * t) +
-                n2.Position * (t2);
-            return tangent.normalized;
-        }
-
-        private Vector3 GetUp(float t) {
-            return Vector3.Lerp(n1.Up, n2.Up, t);
-        }
-
-        private Vector2 GetScale(float t) {
-            return Vector2.Lerp(n1.Scale, n2.Scale, t);
-        }
-
-        private float GetRoll(float t) {
-            return Mathf.Lerp(n1.Roll, n2.Roll, t);
-        }
-
-        private void ComputeSamples(object sender, EventArgs e) {
-            samples.Clear();
-            Length = 0;
-            Vector3 previousPosition = GetLocation(0);
-            for (float t = 0; t < 1; t += T_STEP) {
-                Vector3 position = GetLocation(t);
-                Length += Vector3.Distance(previousPosition, position);
-                previousPosition = position;
-                samples.Add(CreateSample(Length, t));
-            }
-            Length += Vector3.Distance(previousPosition, GetLocation(1));
-            samples.Add(CreateSample(Length, 1));
-
-            if (Changed != null) Changed.Invoke();
-        }
-
-        private CurveSample CreateSample(float distance, float time) {
-            return new CurveSample(
-                GetLocation(time),
-                GetTangent(time),
-                GetUp(time),
-                GetScale(time),
-                GetRoll(time),
-                distance,
-                time,
-                this);
-        }
-
-        /// <summary>
-        /// Returns an interpolated sample of the curve, containing all curve data at this time.
-        /// </summary>
-        /// <param name="time"></param>
-        /// <returns></returns>
-        public CurveSample GetSample(float time) {
-            AssertTimeInBounds(time);
-            CurveSample previous = samples[0];
-            CurveSample next = default(CurveSample);
-            bool found = false;
-            foreach (CurveSample cp in samples) {
-                if (cp.timeInCurve >= time) {
-                    next = cp;
-                    found = true;
-                    break;
-                }
-                previous = cp;
-            }
-            if (!found) throw new Exception("Can't find curve samples.");
-            float t = next == previous ? 0 : (time - previous.timeInCurve) / (next.timeInCurve - previous.timeInCurve);
-
-            return CurveSample.Lerp(previous, next, t);
-        }
-
-        /// <summary>
-        /// Returns an interpolated sample of the curve, containing all curve data at this distance.
-        /// </summary>
-        /// <param name="d"></param>
-        /// <returns></returns>
-        public CurveSample GetSampleAtDistance(float d) {
-            if (d < 0 || d > Length)
-                throw new ArgumentException("Distance must be positive and less than curve length. Length = " + Length + ", given distance was " + d);
-
-            CurveSample previous = samples[0];
-            CurveSample next = default(CurveSample);
-            bool found = false;
-            foreach (CurveSample cp in samples) {
-                if (cp.distanceInCurve >= d) {
-                    next = cp;
-                    found = true;
-                    break;
-                }
-                previous = cp;
-            }
-            if (!found) throw new Exception("Can't find curve samples.");
-            float t = next == previous ? 0 : (d - previous.distanceInCurve) / (next.distanceInCurve - previous.distanceInCurve);
-
-            return CurveSample.Lerp(previous, next, t);
-        }
-
-        private static void AssertTimeInBounds(float time) {
-            if (time < 0 || time > 1) throw new ArgumentException("Time must be between 0 and 1 (was " + time + ").");
-        }
-
-        public CurveSample GetProjectionSample(Vector3 pointToProject) {
-            float minSqrDistance = float.PositiveInfinity;
-            int closestIndex = -1;
-            int i = 0;
-            foreach (var sample in samples) {
-                float sqrDistance = (sample.location - pointToProject).sqrMagnitude;
-                if (sqrDistance < minSqrDistance) {
-                    minSqrDistance = sqrDistance;
-                    closestIndex = i;
-                }
-                i++;
-            }
-            CurveSample previous, next;
-            if(closestIndex == 0) {
-                previous = samples[closestIndex];
-                next = samples[closestIndex + 1];
-            } else if(closestIndex == samples.Count - 1) {
-                previous = samples[closestIndex - 1];
-                next = samples[closestIndex];
-            } else {
-                var toPreviousSample = (pointToProject - samples[closestIndex - 1].location).sqrMagnitude;
-                var toNextSample = (pointToProject - samples[closestIndex + 1].location).sqrMagnitude;
-                if (toPreviousSample < toNextSample) {
-                    previous = samples[closestIndex - 1];
-                    next = samples[closestIndex];
-                } else {
-                    previous = samples[closestIndex];
-                    next = samples[closestIndex + 1];
-                }
-            }
-
-            var onCurve = Vector3.Project(pointToProject - previous.location, next.location - previous.location) + previous.location;
-            var rate = (onCurve - previous.location).sqrMagnitude / (next.location - previous.location).sqrMagnitude;
-            rate = Mathf.Clamp(rate, 0, 1);
-            var result = CurveSample.Lerp(previous, next, rate);
-            return result;
-        }
-    }
-}

+ 0 - 12
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/CubicBezierCurve.cs.meta

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+ 0 - 115
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/CurveSample.cs

@@ -1,115 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using UnityEngine;
-
-namespace SplineMesh {
-    /// <summary>
-    /// Imutable class containing all data about a point on a cubic bezier curve.
-    /// </summary>
-    public struct CurveSample
-    {
-        public readonly Vector3 location;
-        public readonly Vector3 tangent;
-        public readonly Vector3 up;
-        public readonly Vector2 scale;
-        public readonly float roll;
-        public readonly float distanceInCurve;
-        public readonly float timeInCurve;
-        public readonly CubicBezierCurve curve;
-
-        private Quaternion rotation;
-
-        /// <summary>
-        /// Rotation is a look-at quaternion calculated from the tangent, roll and up vector. Mixing non zero roll and custom up vector is not advised.
-        /// </summary>
-        public Quaternion Rotation {
-            get {
-                if (rotation == Quaternion.identity) {
-                    var upVector = Vector3.Cross(tangent, Vector3.Cross(Quaternion.AngleAxis(roll, Vector3.forward) * up, tangent).normalized);
-                    rotation = Quaternion.LookRotation(tangent, upVector);
-                }
-                return rotation;
-            }
-        }
-
-        public CurveSample(Vector3 location, Vector3 tangent, Vector3 up, Vector2 scale, float roll, float distanceInCurve, float timeInCurve, CubicBezierCurve curve) {
-            this.location = location;
-            this.tangent = tangent;
-            this.up = up;
-            this.roll = roll;
-            this.scale = scale;
-            this.distanceInCurve = distanceInCurve;
-            this.timeInCurve = timeInCurve;
-            this.curve = curve;
-            rotation = Quaternion.identity;
-        }
-
-        public override bool Equals(object obj) {
-            if (obj == null || GetType() != obj.GetType()) {
-                return false;
-            }
-            CurveSample other = (CurveSample)obj;
-            return location == other.location &&
-                tangent == other.tangent &&
-                up == other.up &&
-                scale == other.scale &&
-                roll == other.roll &&
-                distanceInCurve == other.distanceInCurve &&
-                timeInCurve == other.timeInCurve;
-
-        }
-
-        public override int GetHashCode() {
-            return base.GetHashCode();
-        }
-
-        public static bool operator ==(CurveSample cs1, CurveSample cs2) {
-            return cs1.Equals(cs2);
-        }
-
-        public static bool operator !=(CurveSample cs1, CurveSample cs2) {
-            return !cs1.Equals(cs2);
-        }
-
-        /// <summary>
-        /// Linearly interpolates between two curve samples.
-        /// </summary>
-        /// <param name="a"></param>
-        /// <param name="b"></param>
-        /// <param name="t"></param>
-        /// <returns></returns>
-        public static CurveSample Lerp(CurveSample a, CurveSample b, float t) {
-            return new CurveSample(
-                Vector3.Lerp(a.location, b.location, t),
-                Vector3.Lerp(a.tangent, b.tangent, t).normalized,
-                Vector3.Lerp(a.up, b.up, t),
-                Vector2.Lerp(a.scale, b.scale, t),
-                Mathf.Lerp(a.roll, b.roll, t),
-                Mathf.Lerp(a.distanceInCurve, b.distanceInCurve, t),
-                Mathf.Lerp(a.timeInCurve, b.timeInCurve, t),
-                a.curve);
-        }
-
-        public MeshVertex GetBent(MeshVertex vert) {
-            var res = new MeshVertex(vert.position, vert.normal, vert.uv);
-
-            // application of scale
-            res.position = Vector3.Scale(res.position, new Vector3(0, scale.y, scale.x));
-
-            // application of roll
-            res.position = Quaternion.AngleAxis(roll, Vector3.right) * res.position;
-            res.normal = Quaternion.AngleAxis(roll, Vector3.right) * res.normal;
-
-            // reset X value
-            res.position.x = 0;
-
-            // application of the rotation + location
-            Quaternion q = Rotation * Quaternion.Euler(0, -90, 0);
-            res.position = q * res.position + location;
-            res.normal = q * res.normal;
-            return res;
-        }
-    }
-}

+ 0 - 11
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/CurveSample.cs.meta

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+ 0 - 320
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/Spline.cs

@@ -1,320 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Collections.ObjectModel;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace SplineMesh {
-    /// <summary>
-    /// A curved line made of oriented nodes.
-    /// Each segment is a cubic Bézier curve connected to spline nodes.
-    /// It provides methods to get positions and tangent along the spline, specifying a distance or a ratio, plus the curve length.
-    /// The spline and the nodes raise events each time something is changed.
-    /// </summary>
-    [DisallowMultipleComponent]
-    [ExecuteInEditMode]
-    public class Spline : MonoBehaviour {
-        /// <summary>
-        /// The spline nodes.
-        /// Warning, this collection shouldn't be changed manualy. Use specific methods to add and remove nodes.
-        /// It is public only for the user to enter exact values of position and direction in the inspector (and serialization purposes).
-        /// </summary>
-        public List<SplineNode> nodes = new List<SplineNode>();
-
-        /// <summary>
-        /// The generated curves. Should not be changed in any way, use nodes instead.
-        /// </summary>
-        [HideInInspector]
-        public List<CubicBezierCurve> curves = new List<CubicBezierCurve>();
-
-        /// <summary>
-        /// The spline length in world units.
-        /// </summary>
-        public float Length;
-
-        [SerializeField]
-        private bool isLoop;
-
-        public bool IsLoop {
-            get { return isLoop; }
-            set {
-                isLoop = value;
-                updateLoopBinding();
-            }
-        }
-
-        /// <summary>
-        /// Event raised when the node collection changes
-        /// </summary>
-        public event ListChangeHandler<SplineNode> NodeListChanged;
-
-        /// <summary>
-        /// Event raised when one of the curve changes.
-        /// </summary>
-        [HideInInspector]
-        public UnityEvent CurveChanged = new UnityEvent();
-
-        /// <summary>
-        /// Clear the nodes and curves, then add two default nodes for the reset spline to be visible in editor.
-        /// </summary>
-        private void Reset() {
-            nodes.Clear();
-            curves.Clear();
-            AddNode(new SplineNode(new Vector3(5, 0, 0), new Vector3(5, 0, -3)));
-            AddNode(new SplineNode(new Vector3(10, 0, 0), new Vector3(10, 0, 3)));
-            RaiseNodeListChanged(new ListChangedEventArgs<SplineNode>() {
-                type = ListChangeType.clear
-            });
-            UpdateAfterCurveChanged();
-        }
-
-        private void OnEnable() {
-            RefreshCurves();
-        }
-
-        public ReadOnlyCollection<CubicBezierCurve> GetCurves() {
-            return curves.AsReadOnly();
-        }
-
-        private void RaiseNodeListChanged(ListChangedEventArgs<SplineNode> args) {
-            if (NodeListChanged != null)
-                NodeListChanged.Invoke(this, args);
-        }
-
-        private void UpdateAfterCurveChanged() {
-            Length = 0;
-            foreach (var curve in curves) {
-                Length += curve.Length;
-            }
-            CurveChanged.Invoke();
-        }
-
-        /// <summary>
-        /// Returns an interpolated sample of the spline, containing all curve data at this time.
-        /// Time must be between 0 and the number of nodes.
-        /// </summary>
-        /// <param name="t"></param>
-        /// <returns></returns>
-        public CurveSample GetSample(float t) {
-            int index = GetNodeIndexForTime(t);
-            return curves[index].GetSample(t - index);
-        }
-
-        /// <summary>
-        /// Returns the curve at the given time.
-        /// Time must be between 0 and the number of nodes.
-        /// </summary>
-        /// <param name="t"></param>
-        /// <returns></returns>
-        public CubicBezierCurve GetCurve(float t) {
-            return curves[GetNodeIndexForTime(t)];
-        }
-
-        private int GetNodeIndexForTime(float t) {
-            if (t < 0 || t > nodes.Count - 1) {
-                throw new ArgumentException(string.Format("Time must be between 0 and last node index ({0}). Given time was {1}.", nodes.Count - 1, t));
-            }
-            int res = Mathf.FloorToInt(t);
-            if (res == nodes.Count - 1)
-                res--;
-            return res;
-        }
-		
-	/// <summary>
-	/// Refreshes the spline's internal list of curves.
-	// </summary>
-	public void RefreshCurves() {
-            curves.Clear();
-            for (int i = 0; i < nodes.Count - 1; i++) {
-                SplineNode n = nodes[i];
-                SplineNode next = nodes[i + 1];
-
-                CubicBezierCurve curve = new CubicBezierCurve(n, next);
-                curve.Changed.AddListener(UpdateAfterCurveChanged);
-                curves.Add(curve);
-            }
-            RaiseNodeListChanged(new ListChangedEventArgs<SplineNode>() {
-                type = ListChangeType.clear
-            });
-            UpdateAfterCurveChanged();
-        }
-
-        /// <summary>
-        /// Returns an interpolated sample of the spline, containing all curve data at this distance.
-        /// Distance must be between 0 and the spline length.
-        /// </summary>
-        /// <param name="d"></param>
-        /// <returns></returns>
-        public CurveSample GetSampleAtDistance(float d) {
-            if (d < 0 || d > Length)
-                throw new ArgumentException(string.Format("Distance must be between 0 and spline length ({0}). Given distance was {1}.", Length, d));
-            foreach (CubicBezierCurve curve in curves) {
-                // test if distance is approximatly equals to curve length, because spline
-                // length may be greater than cumulated curve length due to float precision
-                if(d > curve.Length && d < curve.Length + 0.0001f) {
-                    d = curve.Length;
-                }
-                if (d > curve.Length) {
-                    d -= curve.Length;
-                } else {
-                    return curve.GetSampleAtDistance(d);
-                }
-            }
-            throw new Exception("Something went wrong with GetSampleAtDistance.");
-        }
-
-        /// <summary>
-        /// Adds a node at the end of the spline.
-        /// </summary>
-        /// <param name="node"></param>
-        public void AddNode(SplineNode node) {
-            nodes.Add(node);
-            if (nodes.Count != 1) {
-                SplineNode previousNode = nodes[nodes.IndexOf(node) - 1];
-                CubicBezierCurve curve = new CubicBezierCurve(previousNode, node);
-                curve.Changed.AddListener(UpdateAfterCurveChanged);
-                curves.Add(curve);
-            }
-            RaiseNodeListChanged(new ListChangedEventArgs<SplineNode>() {
-                type = ListChangeType.Add,
-                newItems = new List<SplineNode>() { node }
-            });
-
-            UpdateAfterCurveChanged();
-            updateLoopBinding();
-        }
-
-        /// <summary>
-        /// Insert the given node in the spline at index. Index must be greater than 0 and less than node count.
-        /// </summary>
-        /// <param name="index"></param>
-        /// <param name="node"></param>
-        public void InsertNode(int index, SplineNode node) {
-            if (index == 0)
-                throw new Exception("Can't insert a node at index 0");
-
-            SplineNode previousNode = nodes[index - 1];
-            SplineNode nextNode = nodes[index];
-
-            nodes.Insert(index, node);
-
-            curves[index - 1].ConnectEnd(node);
-
-            CubicBezierCurve curve = new CubicBezierCurve(node, nextNode);
-            curve.Changed.AddListener(UpdateAfterCurveChanged);
-            curves.Insert(index, curve);
-            RaiseNodeListChanged(new ListChangedEventArgs<SplineNode>() {
-                type = ListChangeType.Insert,
-                newItems = new List<SplineNode>() { node },
-                insertIndex = index
-            });
-            UpdateAfterCurveChanged();
-            updateLoopBinding();
-        }
-
-        /// <summary>
-        /// Remove the given node from the spline. The given node must exist and the spline must have more than 2 nodes.
-        /// </summary>
-        /// <param name="node"></param>
-        public void RemoveNode(SplineNode node) {
-            int index = nodes.IndexOf(node);
-
-            if (nodes.Count <= 2) {
-                throw new Exception("Can't remove the node because a spline needs at least 2 nodes.");
-            }
-
-            CubicBezierCurve toRemove = index == nodes.Count - 1 ? curves[index - 1] : curves[index];
-            if (index != 0 && index != nodes.Count - 1) {
-                SplineNode nextNode = nodes[index + 1];
-                curves[index - 1].ConnectEnd(nextNode);
-            }
-
-            nodes.RemoveAt(index);
-            toRemove.Changed.RemoveListener(UpdateAfterCurveChanged);
-            curves.Remove(toRemove);
-
-            RaiseNodeListChanged(new ListChangedEventArgs<SplineNode>() {
-                type = ListChangeType.Remove,
-                removedItems = new List<SplineNode>() { node },
-                removeIndex = index
-            });
-            UpdateAfterCurveChanged();
-            updateLoopBinding();
-        }
-
-        SplineNode start, end;
-        private void updateLoopBinding() {
-            if(start != null) {
-                start.Changed -= StartNodeChanged;
-            }
-            if(end != null) {
-                end.Changed -= EndNodeChanged;
-            }
-            if (isLoop) {
-                start = nodes[0];
-                end = nodes[nodes.Count - 1];
-                start.Changed += StartNodeChanged;
-                end.Changed += EndNodeChanged;
-                StartNodeChanged(null, null);
-            } else {
-                start = null;
-                end = null;
-            }
-        }
-
-        private void StartNodeChanged(object sender, EventArgs e) {
-            end.Changed -= EndNodeChanged;
-            end.Position = start.Position;
-            end.Direction = start.Direction;
-            end.Roll = start.Roll;
-            end.Scale = start.Scale;
-            end.Up = start.Up;
-            end.Changed += EndNodeChanged;
-        }
-
-        private void EndNodeChanged(object sender, EventArgs e) {
-            start.Changed -= StartNodeChanged;
-            start.Position = end.Position;
-            start.Direction = end.Direction;
-            start.Roll = end.Roll;
-            start.Scale = end.Scale;
-            start.Up = end.Up;
-            start.Changed += StartNodeChanged;
-        }
-
-        public CurveSample GetProjectionSample(Vector3 pointToProject) {
-            CurveSample closest = default(CurveSample);
-            float minSqrDistance = float.MaxValue;
-            foreach (var curve in curves) {
-                var projection = curve.GetProjectionSample(pointToProject);
-                if (curve == curves[0]) {
-                    closest = projection;
-                    minSqrDistance = (projection.location - pointToProject).sqrMagnitude;
-                    continue;
-                }
-                var sqrDist = (projection.location - pointToProject).sqrMagnitude;
-                if (sqrDist < minSqrDistance) {
-                    minSqrDistance = sqrDist;
-                    closest = projection;
-                }
-            }
-            return closest;
-        }
-    }
-
-    public enum ListChangeType {
-        Add,
-        Insert,
-        Remove,
-        clear,
-    }
-    public class ListChangedEventArgs<T> : EventArgs {
-        public ListChangeType type;
-        public List<T> newItems;
-        public List<T> removedItems;
-        public int insertIndex, removeIndex;
-    }
-    public delegate void ListChangeHandler<T2>(object sender, ListChangedEventArgs<T2> args);
-
-}

+ 0 - 12
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/Spline.cs.meta

@@ -1,12 +0,0 @@
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+ 0 - 107
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/SplineNode.cs

@@ -1,107 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace SplineMesh {
-    /// <summary>
-    /// Spline node storing a position and a direction (tangent).
-    /// Note : you shouldn't modify position and direction manualy but use dedicated methods instead, to insure event raising.
-    /// </summary>
-    [Serializable]
-    public class SplineNode {
-
-        /// <summary>
-        /// Node position
-        /// </summary>
-        public Vector3 Position {
-            get { return position; }
-            set {
-                if (position.Equals(value)) return;
-                position.x = value.x;
-                position.y = value.y;
-                position.z = value.z;
-                if(Changed != null) Changed(this, EventArgs.Empty);
-            }
-        }
-        [SerializeField]
-        private Vector3 position;
-
-        /// <summary>
-        /// Node direction
-        /// </summary>
-        public Vector3 Direction {
-            get { return direction; }
-            set {
-                if (direction.Equals(value)) return;
-                direction.x = value.x;
-                direction.y = value.y;
-                direction.z = value.z;
-                if (Changed != null) Changed(this, EventArgs.Empty);
-            }
-        }
-        [SerializeField]
-        private Vector3 direction;
-
-        /// <summary>
-        /// Up vector to apply at this node.
-        /// Usefull to specify the orientation when the tangent blend with the world UP (gimball lock)
-        /// This value is not used on the spline itself but is commonly used on bended content.
-        /// </summary>
-        public Vector3 Up {
-            get { return up; }
-            set {
-                if (up.Equals(value)) return;
-                up.x = value.x;
-                up.y = value.y;
-                up.z = value.z;
-                if (Changed != null) Changed(this, EventArgs.Empty);
-            }
-        }
-        [SerializeField]
-        private Vector3 up = Vector3.up;
-
-        /// <summary>
-        /// Scale to apply at this node.
-        /// This value is not used on the spline itself but is commonly used on bended content.
-        /// </summary>
-        public Vector2 Scale {
-            get { return scale; }
-            set {
-                if (scale.Equals(value)) return;
-                scale.x = value.x;
-                scale.y = value.y;
-                if (Changed != null) Changed(this, EventArgs.Empty);
-            }
-        }
-        [SerializeField]
-        private Vector2 scale = Vector2.one;
-
-        /// <summary>
-        /// Roll to apply at this node.
-        /// This value is not used on the spline itself but is commonly used on bended content.
-        /// </summary>
-        public float Roll {
-            get { return roll; }
-            set {
-                if (roll == value) return;
-                roll = value;
-                if (Changed != null) Changed(this, EventArgs.Empty);
-            }
-        }
-        [SerializeField]
-        private float roll;
-
-        public SplineNode(Vector3 position, Vector3 direction) {
-            Position = position;
-            Direction = direction;
-        }
-
-        /// <summary>
-        /// Event raised when position, direction, scale or roll changes.
-        /// </summary>
-        [HideInInspector]
-        public event EventHandler Changed;
-    }
-}

+ 0 - 12
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/SplineNode.cs.meta

@@ -1,12 +0,0 @@
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+ 0 - 107
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/SplineSmoother.cs

@@ -1,107 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Collections.ObjectModel;
-using UnityEngine;
-using UnityEngine.Events;
-
-namespace SplineMesh {
-    [DisallowMultipleComponent]
-    [ExecuteInEditMode]
-    [RequireComponent(typeof(Spline))]
-    public class SplineSmoother : MonoBehaviour {
-        private Spline spline;
-        private Spline Spline {
-            get {
-                if (spline == null) spline = GetComponent<Spline>();
-                return spline;
-            }
-        }
-
-        [Range(0, 1f)] public float curvature = 0.3f;
-
-        private void OnValidate() {
-            SmoothAll();
-        }
-
-        private void OnEnable() {
-            Spline.NodeListChanged += Spline_NodeListChanged;
-            foreach(var node in Spline.nodes) {
-                node.Changed += OnNodeChanged;
-            }
-            SmoothAll();
-        }
-
-        private void OnDisable() {
-            Spline.NodeListChanged -= Spline_NodeListChanged;
-            foreach (var node in Spline.nodes) {
-                node.Changed -= OnNodeChanged;
-            }
-        }
-
-        private void Spline_NodeListChanged(object sender, ListChangedEventArgs<SplineNode> args) {
-            if(args.newItems != null) {
-                foreach (var node in args.newItems) {
-                    node.Changed += OnNodeChanged;
-                }
-            }
-            if(args.removedItems != null) {
-                foreach (var node in args.removedItems) {
-                    node.Changed -= OnNodeChanged;
-                }
-            }
-        }
-
-        private void OnNodeChanged(object sender, EventArgs e) {
-            var node = (SplineNode)sender;
-            SmoothNode(node);
-            var index = Spline.nodes.IndexOf(node);
-            if(index > 0) {
-                SmoothNode(Spline.nodes[index - 1]);
-            }
-            if(index < Spline.nodes.Count - 1) {
-                SmoothNode(Spline.nodes[index + 1]);
-
-            }
-        }
-
-        private void SmoothNode(SplineNode node) {
-            var index = Spline.nodes.IndexOf(node);
-            var pos = node.Position;
-            // For the direction, we need to compute a smooth vector.
-            // Orientation is obtained by substracting the vectors to the previous and next way points,
-            // which give an acceptable tangent in most situations.
-            // Then we apply a part of the average magnitude of these two vectors, according to the smoothness we want.
-            var dir = Vector3.zero;
-            float averageMagnitude = 0;
-            if (index != 0) {
-                var previousPos = Spline.nodes[index - 1].Position;
-                var toPrevious = pos - previousPos;
-                averageMagnitude += toPrevious.magnitude;
-                dir += toPrevious.normalized;
-            }
-            if (index != Spline.nodes.Count - 1) {
-                var nextPos = Spline.nodes[index + 1].Position;
-                var toNext = pos - nextPos;
-                averageMagnitude += toNext.magnitude;
-                dir -= toNext.normalized;
-            }
-            averageMagnitude *= 0.5f;
-            // This constant should vary between 0 and 0.5, and allows to add more or less smoothness.
-            dir = dir.normalized * averageMagnitude * curvature;
-
-            // In SplineMesh, the node direction is not relative to the node position. 
-            var controlPoint = dir + pos;
-
-            // We only set one direction at each spline node because SplineMesh only support mirrored direction between curves.
-            node.Direction = controlPoint;
-        }
-
-
-        private void SmoothAll() {
-            foreach(var node in Spline.nodes) {
-                SmoothNode(node);
-            }
-        }
-    }
-}

+ 0 - 11
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Bezier/SplineSmoother.cs.meta

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+ 0 - 9
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Editor.meta

@@ -1,9 +0,0 @@
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+ 0 - 298
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Editor/SplineEditor.cs

@@ -1,298 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEditor;
-using UnityEngine;
-
-namespace SplineMesh {
-    [CustomEditor(typeof(Spline))]
-    public class SplineEditor : Editor {
-
-        private const int QUAD_SIZE = 12;
-        private static Color CURVE_COLOR = new Color(0.8f, 0.8f, 0.8f);
-        private static Color CURVE_BUTTON_COLOR = new Color(0.8f, 0.8f, 0.8f);
-        private static Color DIRECTION_COLOR = Color.red;
-        private static Color DIRECTION_BUTTON_COLOR = Color.red;
-        private static Color UP_BUTTON_COLOR = Color.green;
-
-        private static bool showUpVector = false;
-
-        private enum SelectionType {
-            Node,
-            Direction,
-            InverseDirection,
-            Up
-        }
-
-        private SplineNode selection;
-        private SelectionType selectionType;
-        private bool mustCreateNewNode = false;
-        private SerializedProperty nodesProp { get { return serializedObject.FindProperty("nodes"); } }
-        private Spline spline { get { return (Spline)serializedObject.targetObject; } }
-
-        private GUIStyle nodeButtonStyle, directionButtonStyle, upButtonStyle;
-
-        private void OnEnable() {
-            Texture2D t = new Texture2D(1, 1);
-            t.SetPixel(0, 0, CURVE_BUTTON_COLOR);
-            t.Apply();
-            nodeButtonStyle = new GUIStyle();
-            nodeButtonStyle.normal.background = t;
-
-            t = new Texture2D(1, 1);
-            t.SetPixel(0, 0, DIRECTION_BUTTON_COLOR);
-            t.Apply();
-            directionButtonStyle = new GUIStyle();
-            directionButtonStyle.normal.background = t;
-
-            t = new Texture2D(1, 1);
-            t.SetPixel(0, 0, UP_BUTTON_COLOR);
-            t.Apply();
-            upButtonStyle = new GUIStyle();
-            upButtonStyle.normal.background = t;
-            selection = null;
-			
-            Undo.undoRedoPerformed -= spline.RefreshCurves;
-            Undo.undoRedoPerformed += spline.RefreshCurves;
-        }
-
-        SplineNode AddClonedNode(SplineNode node) {
-            int index = spline.nodes.IndexOf(node);
-            SplineNode res = new SplineNode(node.Position, node.Direction);
-            if (index == spline.nodes.Count - 1) {
-                spline.AddNode(res);
-            } else {
-                spline.InsertNode(index + 1, res);
-            }
-            return res;
-        }
-
-        void OnSceneGUI() {
-            // disable game object transform gyzmo
-            // if the spline script is active
-            if (Selection.activeGameObject == spline.gameObject) {
-                if (!spline.enabled) {
-                    Tools.current = Tool.Move;
-                } else {
-                    Tools.current = Tool.None;
-                    if (selection == null && spline.nodes.Count > 0)
-                        selection = spline.nodes[0];
-                }
-            }
-
-            // draw a bezier curve for each curve in the spline
-            foreach (CubicBezierCurve curve in spline.GetCurves()) {
-                Handles.DrawBezier(spline.transform.TransformPoint(curve.n1.Position),
-                    spline.transform.TransformPoint(curve.n2.Position),
-                    spline.transform.TransformPoint(curve.n1.Direction),
-                    spline.transform.TransformPoint(curve.GetInverseDirection()),
-                    CURVE_COLOR,
-                    null,
-                    3);
-            }
-
-            if (!spline.enabled)
-                return;
-
-            // draw the selection handles
-            switch (selectionType) {
-                case SelectionType.Node:
-                    // place a handle on the node and manage position change
-
-                    // TODO place the handle depending on user params (local or world)
-                    Vector3 newPosition = spline.transform.InverseTransformPoint(Handles.PositionHandle(spline.transform.TransformPoint(selection.Position), spline.transform.rotation));
-                    if (newPosition != selection.Position) {
-                        // position handle has been moved
-                        if (mustCreateNewNode) {
-                            mustCreateNewNode = false;
-                            selection = AddClonedNode(selection);
-                            selection.Direction += newPosition - selection.Position;
-                            selection.Position = newPosition;
-                        } else {
-                            selection.Direction += newPosition - selection.Position;
-                            selection.Position = newPosition;
-                        }
-                    }
-                    break;
-                case SelectionType.Direction:
-                    var result = Handles.PositionHandle(spline.transform.TransformPoint(selection.Direction), Quaternion.identity);
-                    selection.Direction = spline.transform.InverseTransformPoint(result);
-                    break;
-                case SelectionType.InverseDirection:
-                    result = Handles.PositionHandle(2 * spline.transform.TransformPoint(selection.Position) - spline.transform.TransformPoint(selection.Direction), Quaternion.identity);
-                    selection.Direction = 2 * selection.Position - spline.transform.InverseTransformPoint(result);
-                    break;
-                case SelectionType.Up:
-                    result = Handles.PositionHandle(spline.transform.TransformPoint(selection.Position + selection.Up), Quaternion.LookRotation(selection.Direction - selection.Position));
-                    selection.Up = (spline.transform.InverseTransformPoint(result) - selection.Position).normalized;
-                    break;
-            }
-
-            // draw the handles of all nodes, and manage selection motion
-            Handles.BeginGUI();
-            foreach (SplineNode n in spline.nodes) {
-                var dir = spline.transform.TransformPoint(n.Direction);
-                var pos = spline.transform.TransformPoint(n.Position);
-                var invDir = spline.transform.TransformPoint(2 * n.Position - n.Direction);
-                var up = spline.transform.TransformPoint(n.Position + n.Up);
-                // first we check if at least one thing is in the camera field of view
-                if (!(CameraUtility.IsOnScreen(pos) ||
-                    CameraUtility.IsOnScreen(dir) ||
-                    CameraUtility.IsOnScreen(invDir) ||
-                    (showUpVector && CameraUtility.IsOnScreen(up)))) {
-                    continue;
-                }
-
-                Vector3 guiPos = HandleUtility.WorldToGUIPoint(pos);
-                if (n == selection) {
-                    Vector3 guiDir = HandleUtility.WorldToGUIPoint(dir);
-                    Vector3 guiInvDir = HandleUtility.WorldToGUIPoint(invDir);
-                    Vector3 guiUp = HandleUtility.WorldToGUIPoint(up);
-
-                    // for the selected node, we also draw a line and place two buttons for directions
-                    Handles.color = DIRECTION_COLOR;
-                    Handles.DrawLine(guiDir, guiInvDir);
-
-                    // draw quads direction and inverse direction if they are not selected
-                    if (selectionType != SelectionType.Node) {
-                        if (Button(guiPos, directionButtonStyle)) {
-                            selectionType = SelectionType.Node;
-                        }
-                    }
-                    if (selectionType != SelectionType.Direction) {
-                        if (Button(guiDir, directionButtonStyle)) {
-                            selectionType = SelectionType.Direction;
-                        }
-                    }
-                    if (selectionType != SelectionType.InverseDirection) {
-                        if (Button(guiInvDir, directionButtonStyle)) {
-                            selectionType = SelectionType.InverseDirection;
-                        }
-                    }
-                    if (showUpVector) {
-                        Handles.color = Color.green;
-                        Handles.DrawLine(guiPos, guiUp);
-                        if (selectionType != SelectionType.Up) {
-                            if (Button(guiUp, upButtonStyle)) {
-                                selectionType = SelectionType.Up;
-                            }
-                        }
-                    }
-                } else {
-                    if (Button(guiPos, nodeButtonStyle)) {
-                        selection = n;
-                        selectionType = SelectionType.Node;
-                    }
-                }
-            }
-            Handles.EndGUI();
-
-            if (GUI.changed)
-                EditorUtility.SetDirty(target);
-        }
-
-        bool Button(Vector2 position, GUIStyle style) {
-            return GUI.Button(new Rect(position - new Vector2(QUAD_SIZE / 2, QUAD_SIZE / 2), new Vector2(QUAD_SIZE, QUAD_SIZE)), GUIContent.none, style);
-        }
-
-        public override void OnInspectorGUI() {
-            serializedObject.Update();
-
-            if(spline.nodes.IndexOf(selection) < 0) {
-                selection = null;
-            }
-
-            // add button
-            if (selection == null) {
-                GUI.enabled = false;
-            }
-            if (GUILayout.Button("Add node after selected")) {
-                Undo.RecordObject(spline, "add spline node");
-                SplineNode newNode = new SplineNode(selection.Direction, selection.Direction + selection.Direction - selection.Position);
-                var index = spline.nodes.IndexOf(selection);
-                if(index == spline.nodes.Count - 1) {
-                    spline.AddNode(newNode);
-                } else {
-                    spline.InsertNode(index + 1, newNode);
-                }
-                selection = newNode;
-                serializedObject.Update();
-            }
-            GUI.enabled = true;
-
-            // delete button
-            if (selection == null || spline.nodes.Count <= 2) {
-                GUI.enabled = false;
-            }
-            if (GUILayout.Button("Delete selected node")) {
-                Undo.RecordObject(spline, "delete spline node");
-                spline.RemoveNode(selection);
-                selection = null;
-                serializedObject.Update();
-            }
-            GUI.enabled = true;
-
-            showUpVector = GUILayout.Toggle(showUpVector, "Show up vector");
-            spline.IsLoop = GUILayout.Toggle(spline.IsLoop, "Is loop");
-
-            // nodes
-            GUI.enabled = false;
-            EditorGUILayout.PropertyField(nodesProp);
-            GUI.enabled = true;
-
-            if (selection != null) {
-                int index = spline.nodes.IndexOf(selection);
-                SerializedProperty nodeProp = nodesProp.GetArrayElementAtIndex(index);
-
-                EditorGUILayout.LabelField("Selected node (node " + index + ")");
-
-                EditorGUI.indentLevel++;
-                DrawNodeData(nodeProp, selection);
-                EditorGUI.indentLevel--;
-            } else {
-                EditorGUILayout.LabelField("No selected node");
-            }
-        }
-
-        private void DrawNodeData(SerializedProperty nodeProperty, SplineNode node) {
-            var positionProp = nodeProperty.FindPropertyRelative("position");
-            var directionProp = nodeProperty.FindPropertyRelative("direction");
-            var upProp = nodeProperty.FindPropertyRelative("up");
-            var scaleProp = nodeProperty.FindPropertyRelative("scale");
-            var rollProp = nodeProperty.FindPropertyRelative("roll");
-
-            EditorGUI.BeginChangeCheck();
-            EditorGUILayout.PropertyField(positionProp, new GUIContent("Position"));
-            EditorGUILayout.PropertyField(directionProp, new GUIContent("Direction"));
-            EditorGUILayout.PropertyField(upProp, new GUIContent("Up"));
-            EditorGUILayout.PropertyField(scaleProp, new GUIContent("Scale"));
-            EditorGUILayout.PropertyField(rollProp, new GUIContent("Roll"));
-
-            if (EditorGUI.EndChangeCheck()) {
-                node.Position = positionProp.vector3Value;
-                node.Direction = directionProp.vector3Value;
-                node.Up = upProp.vector3Value;
-                node.Scale = scaleProp.vector2Value;
-                node.Roll = rollProp.floatValue;
-                serializedObject.Update();
-            }
-        }
-
-        [MenuItem("GameObject/3D Object/Spline")]
-        public static void CreateSpline() {
-            new GameObject("Spline", typeof(Spline));
-        }
-
-        [DrawGizmo(GizmoType.InSelectionHierarchy)]
-        static void DisplayUnselected(Spline spline, GizmoType gizmoType) {
-            foreach (CubicBezierCurve curve in spline.GetCurves()) {
-                Handles.DrawBezier(spline.transform.TransformPoint(curve.n1.Position),
-                    spline.transform.TransformPoint(curve.n2.Position),
-                    spline.transform.TransformPoint(curve.n1.Direction),
-                    spline.transform.TransformPoint(curve.GetInverseDirection()),
-                    CURVE_COLOR,
-                    null,
-                    3);
-            }
-        }
-    }
-}

+ 0 - 12
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Editor/SplineEditor.cs.meta

@@ -1,12 +0,0 @@
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+ 0 - 163
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Editor/SplineExtrusionEditor.cs

@@ -1,163 +0,0 @@
-using UnityEngine;
-using System.Collections;
-using UnityEditor;
-
-namespace SplineMesh {
-    [CustomEditor(typeof(SplineExtrusion))]
-    public class SplineExtrusionEditor : Editor {
-        private const int QUAD_SIZE = 10;
-        private Color CURVE_COLOR = new Color(0.8f, 0.8f, 0.8f);
-        private bool mustCreateNewNode = false;
-        private SerializedProperty textureScale;
-        private SerializedProperty sampleSpacing;
-        private SerializedProperty material;
-        private SerializedProperty vertices;
-
-        private SplineExtrusion se;
-        private ExtrusionSegment.Vertex selection = null;
-
-        private void OnEnable() {
-            se = (SplineExtrusion)target;
-            textureScale = serializedObject.FindProperty("textureScale");
-            sampleSpacing = serializedObject.FindProperty("sampleSpacing");
-            material = serializedObject.FindProperty("material");
-            vertices = serializedObject.FindProperty("shapeVertices");
-        }
-
-        void OnSceneGUI() {
-            Event e = Event.current;
-            if (e.type == EventType.MouseDown) {
-                Undo.RegisterCompleteObjectUndo(se, "change extruded shape");
-                // if control key pressed, we will have to create a new vertex if position is changed
-                if (e.alt) {
-                    mustCreateNewNode = true;
-                }
-            }
-            if (e.type == EventType.MouseUp) {
-                mustCreateNewNode = false;
-            }
-            var spline = se.GetComponent<Spline>();
-
-            CurveSample startSample = spline.GetSample(0);
-            Quaternion q = startSample.Rotation;
-            foreach (ExtrusionSegment.Vertex v in se.shapeVertices) {
-                // we create point and normal relative to the spline start where the shape is drawn
-                Vector3 point = se.transform.TransformPoint(q * v.point + startSample.location);
-                Vector3 normal = se.transform.TransformPoint(q * (v.point + v.normal) + startSample.location);
-
-                // first we check if at least one thing is in the camera field of view
-                if (!CameraUtility.IsOnScreen(point) && !CameraUtility.IsOnScreen(normal)) continue;
-
-                if (v == selection) {
-                    // draw the handles for selected vertex position and normal
-                    float size = HandleUtility.GetHandleSize(point) * 0.3f;
-                    float snap = 0.1f;
-
-                    // create a handle for the vertex position
-                    Vector3 movedPoint = Handles.Slider2D(0, point, startSample.tangent, Vector3.right, Vector3.up, size, Handles.CircleHandleCap, new Vector2(snap, snap));
-                    if (movedPoint != point) {
-                        // position has been moved
-                        Vector2 newVertexPoint = Quaternion.Inverse(q) * (se.transform.InverseTransformPoint(movedPoint) - startSample.location);
-                        if (mustCreateNewNode) {
-                            // We must create a new node
-                            mustCreateNewNode = false;
-                            ExtrusionSegment.Vertex newVertex = new ExtrusionSegment.Vertex(newVertexPoint, v.normal, v.uCoord);
-                            int i = se.shapeVertices.IndexOf(v);
-                            if (i == se.shapeVertices.Count - 1) {
-                                se.shapeVertices.Add(newVertex);
-                            } else {
-                                se.shapeVertices.Insert(i + 1, newVertex);
-                            }
-                            selection = newVertex;
-                        } else {
-                            v.point = newVertexPoint;
-                            // normal must be updated if point has been moved
-                            normal = se.transform.TransformPoint(q * (v.point + v.normal) + startSample.location);
-                        }
-                        se.SetToUpdate();
-                    } else {
-                        // vertex position handle hasn't been moved
-                        // create a handle for normal
-                        Vector3 movedNormal = Handles.Slider2D(normal, startSample.tangent, Vector3.right, Vector3.up, size, Handles.CircleHandleCap, snap);
-                        if (movedNormal != normal) {
-                            // normal has been moved
-                            v.normal = (Vector2)(Quaternion.Inverse(q) * (se.transform.InverseTransformPoint(movedNormal) - startSample.location)) - v.point;
-                            se.SetToUpdate();
-                        }
-                    }
-
-                    Handles.BeginGUI();
-                    DrawQuad(HandleUtility.WorldToGUIPoint(point), CURVE_COLOR);
-                    DrawQuad(HandleUtility.WorldToGUIPoint(normal), Color.red);
-                    Handles.EndGUI();
-                } else {
-                    // we draw a button to allow selection of the vertex
-                    Handles.BeginGUI();
-                    Vector2 p = HandleUtility.WorldToGUIPoint(point);
-                    if (GUI.Button(new Rect(p - new Vector2(QUAD_SIZE / 2, QUAD_SIZE / 2), new Vector2(QUAD_SIZE, QUAD_SIZE)), GUIContent.none)) {
-                        selection = v;
-                    }
-                    Handles.EndGUI();
-                }
-
-                // draw an arrow from the vertex location to the normal
-                Handles.color = Color.red;
-                Handles.DrawLine(point, normal);
-
-                // draw a line between that vertex and the next one
-                int index = se.shapeVertices.IndexOf(v);
-                int nextIndex = index == se.shapeVertices.Count - 1 ? 0 : index + 1;
-                ExtrusionSegment.Vertex next = se.shapeVertices[nextIndex];
-                Handles.color = CURVE_COLOR;
-                Vector3 vAtSplineEnd = se.transform.TransformPoint(q * next.point + startSample.location);
-                Handles.DrawLine(point, vAtSplineEnd);
-            }
-        }
-
-        void DrawQuad(Rect rect, Color color) {
-            Texture2D texture = new Texture2D(1, 1);
-            texture.SetPixel(0, 0, color);
-            texture.Apply();
-            GUI.skin.box.normal.background = texture;
-            GUI.Box(rect, GUIContent.none);
-        }
-
-        void DrawQuad(Vector2 position, Color color) {
-            DrawQuad(new Rect(position - new Vector2(QUAD_SIZE / 2, QUAD_SIZE / 2), new Vector2(QUAD_SIZE, QUAD_SIZE)), color);
-        }
-
-        public override void OnInspectorGUI() {
-            serializedObject.Update();
-            // Add vertex hint
-            EditorGUILayout.HelpBox("Hold Alt and drag a vertex to create a new one.", MessageType.Info);
-
-            // Delete vertex button
-            if (selection == null || se.shapeVertices.Count <= 3) {
-                GUI.enabled = false;
-            }
-            if (GUILayout.Button("Delete selected vertex")) {
-                Undo.RegisterCompleteObjectUndo(se, "delete vertex");
-                se.shapeVertices.Remove(selection);
-                selection = null;
-                se.SetToUpdate();
-            }
-            GUI.enabled = true;
-
-            // Properties
-            EditorGUILayout.PropertyField(textureScale, true);
-            EditorGUILayout.PropertyField(sampleSpacing, true);
-            EditorGUILayout.PropertyField(material, true);
-
-            EditorGUILayout.PropertyField(vertices);
-            EditorGUI.indentLevel += 1;
-            if (vertices.isExpanded) {
-                for (int i = 0; i < vertices.arraySize; i++) {
-                    EditorGUILayout.PropertyField(vertices.GetArrayElementAtIndex(i), new GUIContent("Vertex " + i), true);
-                }
-            }
-            EditorGUI.indentLevel -= 1;
-
-            serializedObject.ApplyModifiedProperties();
-        }
-    }
-}

+ 0 - 12
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Editor/SplineExtrusionEditor.cs.meta

@@ -1,12 +0,0 @@
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testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example.meta

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+ 0 - 83
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleContortAlong.cs

@@ -1,83 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEditor;
-using UnityEngine;
-
-namespace SplineMesh {
-    /// <summary>
-    /// Example of component to show the deformation of a mesh in a changing
-    /// interval in spline space.
-    /// 
-    /// This component is only for demo purpose and is not intended to be used as-is.
-    /// </summary>
-    [ExecuteInEditMode]
-    [RequireComponent(typeof(Spline))]
-    public class ExampleContortAlong : MonoBehaviour {
-        private Spline spline;
-        private float rate = 0;
-        private MeshBender meshBender;
-
-        [HideInInspector]
-        public GameObject generated;
-
-        public Mesh mesh;
-        public Material material;
-        public Vector3 rotation;
-        public Vector3 scale;
-
-        public float DurationInSecond;
-
-        private void OnEnable() {
-            rate = 0;
-            Init();
-#if UNITY_EDITOR
-            EditorApplication.update += EditorUpdate;
-#endif
-        }
-
-        void OnDisable() {
-#if UNITY_EDITOR
-            EditorApplication.update -= EditorUpdate;
-#endif
-        }
-
-        private void OnValidate() {
-            Init();
-        }
-
-        void EditorUpdate() {
-            rate += Time.deltaTime / DurationInSecond;
-            if (rate > 1) {
-                rate --;
-            }
-            Contort();
-        }
-
-        private void Contort() {
-            if (generated != null) {
-                meshBender.SetInterval(spline, spline.Length * rate);
-                meshBender.ComputeIfNeeded();
-            }
-        }
-
-        private void Init() {
-            string generatedName = "generated by " + GetType().Name;
-            var generatedTranform = transform.Find(generatedName);
-            generated = generatedTranform != null ? generatedTranform.gameObject : UOUtility.Create(generatedName, gameObject,
-                typeof(MeshFilter),
-                typeof(MeshRenderer),
-                typeof(MeshBender));
-
-            generated.GetComponent<MeshRenderer>().material = material;
-
-            meshBender = generated.GetComponent<MeshBender>();
-            spline = GetComponent<Spline>();
-
-            meshBender.Source = SourceMesh.Build(mesh)
-                .Rotate(Quaternion.Euler(rotation))
-                .Scale(scale);
-            meshBender.Mode = MeshBender.FillingMode.Once;
-            meshBender.SetInterval(spline, 0);
-        }
-    }
-}

+ 0 - 11
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleContortAlong.cs.meta

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+ 0 - 59
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleFollowSpline.cs

@@ -1,59 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEditor;
-using UnityEngine;
-
-namespace SplineMesh {
-    /// <summary>
-    /// Example of component to show that the spline is an independant mathematical component and can be used for other purposes than mesh deformation.
-    /// 
-    /// This component is only for demo purpose and is not intended to be used as-is.
-    /// 
-    /// We only move an object along the spline. Imagine a camera route, a ship patrol...
-    /// </summary>
-    [ExecuteInEditMode]
-    [RequireComponent(typeof(Spline))]
-    public class ExampleFollowSpline : MonoBehaviour {
-        private GameObject generated;
-        private Spline spline;
-        private float rate = 0;
-
-        public GameObject Follower;
-        public float DurationInSecond;
-
-        private void OnEnable() {
-            rate = 0;
-            string generatedName = "generated by " + GetType().Name;
-            var generatedTranform = transform.Find(generatedName);
-            generated = generatedTranform != null ? generatedTranform.gameObject : Instantiate(Follower, gameObject.transform);
-            generated.name = generatedName;
-
-            spline = GetComponent<Spline>(); 
-#if UNITY_EDITOR
-            EditorApplication.update += EditorUpdate;
-#endif
-        }
-
-        void OnDisable() {
-#if UNITY_EDITOR
-            EditorApplication.update -= EditorUpdate;
-#endif
-        }
-
-        void EditorUpdate() {
-            rate += Time.deltaTime / DurationInSecond;
-            if (rate > spline.nodes.Count - 1) {
-                rate -= spline.nodes.Count - 1;
-            }
-            PlaceFollower();
-        }
-
-        private void PlaceFollower() {
-            if (generated != null) {
-                CurveSample sample = spline.GetSample(rate);
-                generated.transform.localPosition = sample.location;
-                generated.transform.localRotation = sample.Rotation;
-            }
-        }
-    }
-}

+ 0 - 13
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleFollowSpline.cs.meta

@@ -1,13 +0,0 @@
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+ 0 - 102
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleGrowingRoot.cs

@@ -1,102 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEditor;
-using UnityEngine;
-
-namespace SplineMesh {
-    /// <summary>
-    /// Example of component to show the deformation of the mesh on a changing
-    /// interval and changing spline nodes.
-    /// 
-    /// In this example, as the MeshBender is working on spline space, it will update
-    /// the mesh if one of the curve change. Each change make the MeshBender "dirty" and
-    /// it will compute the mesh only once on it's next update call.
-    /// 
-    /// This component is only for demo purpose and is not intended to be used as-is.
-    /// </summary>
-    [ExecuteInEditMode]
-    [RequireComponent(typeof(Spline))]
-    public class ExampleGrowingRoot : MonoBehaviour {
-        private GameObject generated;
-        private Spline spline;
-        private float rate = 0;
-        private MeshBender meshBender;
-
-        public Mesh mesh;
-        public Material material;
-        public Vector3 rotation;
-        public Vector3 scale;
-
-        public float startScale = 1;
-
-        public float DurationInSecond;
-
-        private void OnEnable() {
-            rate = 0;
-            Init();
-#if UNITY_EDITOR
-            EditorApplication.update += EditorUpdate;
-#endif
-        }
-
-        void OnDisable() {
-#if UNITY_EDITOR
-            EditorApplication.update -= EditorUpdate;
-#endif
-        }
-
-        private void OnValidate() {
-            Init();
-        }
-
-        private void Update() {
-            EditorUpdate();
-        }
-
-        void EditorUpdate() {
-            rate += Time.deltaTime / DurationInSecond;
-            if (rate > 1) {
-                rate --;
-            }
-            Contort();
-        }
-
-        private void Contort() {
-            float nodeDistance = 0;
-            int i = 0;
-            foreach (var n in spline.nodes) {
-                float nodeDistanceRate = nodeDistance / spline.Length;
-                float nodeScale = startScale * (rate - nodeDistanceRate);
-                n.Scale = new Vector2(nodeScale, nodeScale);
-                if (i < spline.curves.Count) {
-                    nodeDistance += spline.curves[i++].Length;
-                }
-            }
-
-            if (generated != null) {
-                meshBender.SetInterval(spline, 0, spline.Length * rate);
-                meshBender.ComputeIfNeeded();
-            }
-        }
-
-        private void Init() {
-            string generatedName = "generated by " + GetType().Name;
-            var generatedTranform = transform.Find(generatedName);
-            generated = generatedTranform != null ? generatedTranform.gameObject : UOUtility.Create(generatedName, gameObject,
-                typeof(MeshFilter),
-                typeof(MeshRenderer),
-                typeof(MeshBender));
-
-            generated.GetComponent<MeshRenderer>().material = material;
-
-            meshBender = generated.GetComponent<MeshBender>();
-            spline = GetComponent<Spline>();
-
-            meshBender.Source = SourceMesh.Build(mesh)
-                .Rotate(Quaternion.Euler(rotation))
-                .Scale(scale);
-            meshBender.Mode = MeshBender.FillingMode.StretchToInterval;
-            meshBender.SetInterval(spline, 0, 0.01f);
-        }
-    }
-}

+ 0 - 11
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleGrowingRoot.cs.meta

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+ 0 - 110
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleSower.cs

@@ -1,110 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-
-namespace SplineMesh {
-    /// <summary>
-    /// Example of component to places assets along a spline. This component can be used as-is but will most likely be a base for your own component.
-    /// 
-    /// In this example, the user gives the prefab to place, a spacing value between two placements, the prefab scale and an horizontal offset to the spline.
-    /// These three last values have an additional range, allowing to add some randomness. for each placement, the computed value will be between value and value+range.
-    /// 
-    /// Prefabs are placed from the start of the spline at computed spacing, unitl there is no lentgh remaining. Prefabs are stored, destroyed
-    /// and built again each time the spline or one of its curves change.
-    /// 
-    /// A random seed is used to obtain the same random numbers at each update. The user can specify the seed to test some other random number set.
-    /// 
-    /// Place prefab along a spline and deform it easily have a lot of usages if you have some imagination : 
-    ///  - place trees along a road
-    ///  - create a rocky bridge
-    ///  - create a footstep track with decals
-    ///  - create a path of firefly in the dark
-    ///  - create a natural wall with overlapping rocks
-    ///  - etc.
-    /// </summary>
-    [ExecuteInEditMode]
-    [SelectionBase]
-    [DisallowMultipleComponent]
-    public class ExampleSower : MonoBehaviour {
-        private GameObject generated;
-        private Spline spline = null;
-        private bool toUpdate = true;
-
-        public GameObject prefab = null;
-        public float scale = 1, scaleRange = 0;
-        public float spacing = 1, spacingRange = 0;
-        public float offset = 0, offsetRange = 0;
-        public bool isRandomYaw = false;
-        public int randomSeed = 0;
-
-        private void OnEnable() {
-            string generatedName = "generated by "+GetType().Name;
-            var generatedTranform = transform.Find(generatedName);
-            generated = generatedTranform != null ? generatedTranform.gameObject : UOUtility.Create(generatedName, gameObject);
-
-            spline = GetComponentInParent<Spline>();
-            spline.NodeListChanged += (s, e) => {
-                toUpdate = true;
-                foreach (CubicBezierCurve curve in spline.GetCurves()) {
-                    curve.Changed.AddListener(() => toUpdate = true);
-                }
-            };
-            foreach (CubicBezierCurve curve in spline.GetCurves()) {
-                curve.Changed.AddListener(() => toUpdate = true);
-            }
-        }
-
-        private void OnValidate() {
-            toUpdate = true;
-        }
-
-        private void Update() {
-            if (toUpdate) {
-                Sow();
-                toUpdate = false;
-            }
-        }
-
-        public void Sow() {
-            UOUtility.DestroyChildren(generated);
-
-            UnityEngine.Random.InitState(randomSeed);
-            if (spacing + spacingRange <= 0 ||
-                prefab == null)
-                return;
-
-            float distance = 0;
-            while (distance <= spline.Length) {
-                CurveSample sample = spline.GetSampleAtDistance(distance);
-
-                GameObject go;
-                go = Instantiate(prefab, generated.transform);
-                go.transform.localRotation = Quaternion.identity;
-                go.transform.localPosition = Vector3.zero;
-                go.transform.localScale = Vector3.one;
-
-                // move along spline, according to spacing + random
-                go.transform.localPosition = sample.location;
-                // apply scale + random
-                float rangedScale = scale + UnityEngine.Random.Range(0, scaleRange);
-                go.transform.localScale = new Vector3(rangedScale, rangedScale, rangedScale);
-                // rotate with random yaw
-                if (isRandomYaw) {
-                    go.transform.Rotate(0, 0, UnityEngine.Random.Range(-180, 180));
-                } else {
-                    go.transform.rotation = sample.Rotation;
-                }
-                // move orthogonaly to the spline, according to offset + random
-                var binormal = (Quaternion.LookRotation(sample.tangent, sample.up) * Vector3.right).normalized;
-                var localOffset = offset + UnityEngine.Random.Range(0, offsetRange * Math.Sign(offset));
-                localOffset *=  sample.scale.x;
-                binormal *= localOffset;
-                go.transform.position += binormal;
-
-                distance += spacing + UnityEngine.Random.Range(0, spacingRange);
-            }
-        }
-    }
-}

+ 0 - 12
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleSower.cs.meta

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+ 0 - 41
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleTentacle.cs

@@ -1,41 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace SplineMesh {
-    /// <summary>
-    /// Example of component to bend a mesh along a spline with some interpolation of scales and rolls. This component can be used as-is but will most likely be a base for your own component.
-    /// 
-    /// For explanations of the base component, <see cref="ExamplePipe"/>
-    /// 
-    /// In this component, we have added properties to make scale and roll vary between spline start and end.
-    /// Intermediate scale and roll values are calculated at each spline node accordingly to the distance, then given to the MeshBenders component.
-    /// MeshBender applies scales and rolls values by interpollation if they differ from strat to end of the curve.
-    /// 
-    /// You can easily imagine a list of scales to apply to each node independantly to create your own variation.
-    /// </summary>
-    [DisallowMultipleComponent]
-    public class ExampleTentacle : MonoBehaviour {
-        private Spline spline { get => GetComponent<Spline>(); }
-
-        public float startScale = 1, endScale = 1;
-        public float startRoll = 0, endRoll = 0;
-
-        private void OnValidate() {
-            // apply scale and roll at each node
-            float currentLength = 0;
-            foreach (CubicBezierCurve curve in spline.GetCurves()) {
-                float startRate = currentLength / spline.Length;
-                currentLength += curve.Length;
-                float endRate = currentLength / spline.Length;
-
-                curve.n1.Scale = Vector2.one * (startScale + (endScale - startScale) * startRate);
-                curve.n2.Scale = Vector2.one * (startScale + (endScale - startScale) * endRate);
-
-                curve.n1.Roll = startRoll + (endRoll - startRoll) * startRate;
-                curve.n2.Roll = startRoll + (endRoll - startRoll) * endRate;
-            }
-        }
-    }
-}

+ 0 - 12
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleTentacle.cs.meta

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+ 0 - 172
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleTrack.cs

@@ -1,172 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using UnityEngine;
-
-namespace SplineMesh {
-    /// <summary>
-    /// Example of component to bend many meshes along a spline. This component can be used as-is but will most likely be a base for your own component.
-    /// 
-    /// This is a more advanced and real-life SplineMesh component. Use it as a source of inspiration.
-    /// 
-    /// In this script, you will learn to : 
-    ///  - preserve baked lightmap when entering playmode,
-    ///  - better manage the generated content life cycle to avoid useless calculations
-    ///  - create data class to produce richer content along your spline
-    ///  
-    /// This is the most complete Example provided in the asset. For further help, information and ideas, please visit
-    /// the officiel thread on Unity forum.
-    /// 
-    /// And if you like SplineMesh, please review it on the asset store !
-    /// 
-    /// Now you should be able to bend the world to your will.
-    /// 
-    /// Have fun with SplineMesh !
-    /// 
-    /// </summary>
-    [ExecuteInEditMode]
-    [SelectionBase]
-    [DisallowMultipleComponent]
-    public class ExampleTrack : MonoBehaviour {
-        private GameObject generated;
-        private Spline spline = null;
-        private bool toUpdate = false;
-
-        /// <summary>
-        /// A list of object that are storing data for each segment of the curve.
-        /// </summary>
-        public List<TrackSegment> segments = new List<TrackSegment>();
-
-        /// <summary>
-        /// If true, the generated content will be updated in play mode.
-        /// If false, the content generated and saved to the scene will be used in playmode without modification.
-        /// Usefull to preserve lightmaps baked for static objects.
-        /// </summary>
-        public bool updateInPlayMode;
-
-        private void OnEnable() {
-            string generatedName = "generated by " + GetType().Name;
-            var generatedTranform = transform.Find(generatedName);
-            generated = generatedTranform != null ? generatedTranform.gameObject : UOUtility.Create(generatedName, gameObject);
-
-            spline = GetComponentInParent<Spline>();
-
-            // we listen changes in the spline's node list and we update the list of segment accordingly
-            // this way, if we insert a node between two others, a segment will be inserted too and the data won't shift
-            while (segments.Count < spline.nodes.Count) {
-                segments.Add(new TrackSegment());
-            }
-            while (segments.Count > spline.nodes.Count) {
-                segments.RemoveAt(segments.Count - 1);
-            }
-            spline.NodeListChanged += (s, e) => {
-                switch (e.type) {
-                    case ListChangeType.Add:
-                        segments.Add(new TrackSegment());
-                        break;
-                    case ListChangeType.Remove:
-                        segments.RemoveAt(e.removeIndex);
-                        break;
-                    case ListChangeType.Insert:
-                        segments.Insert(e.insertIndex, new TrackSegment());
-                        break;
-                }
-                toUpdate = true;
-            };
-            toUpdate = true;
-        }
-
-        private void OnValidate() {
-            if (spline == null) return;
-            toUpdate = true;
-        }
-
-        private void Update() {
-            // we can prevent the generated content to be updated during playmode to preserve baked data saved in the scene
-            if (!updateInPlayMode && Application.isPlaying) return;
-
-            if (toUpdate) {
-                toUpdate = false;
-                CreateMeshes();
-            }
-        }
-
-        public void CreateMeshes() {
-            List<GameObject> used = new List<GameObject>();
-
-            for (int i = 0; i < spline.GetCurves().Count; i++) {
-                var curve = spline.GetCurves()[i];
-                foreach (var tm in segments[i].transformedMeshes) {
-                    if (tm.mesh == null) {
-                        // if there is no mesh specified for this segment, we ignore it.
-                        continue;
-                    }
-
-                    // we try to find a game object previously generated. this avoids destroying/creating
-                    // game objects at each update, wich is faster.
-                    var childName = "segment " + i + " mesh " + segments[i].transformedMeshes.IndexOf(tm);
-                    var childTransform = generated.transform.Find(childName);
-                    GameObject go;
-                    if (childTransform == null) {
-                        go = UOUtility.Create(childName,
-                            generated,
-                            typeof(MeshFilter),
-                            typeof(MeshRenderer),
-                            typeof(MeshBender),
-                            typeof(MeshCollider));
-                        go.isStatic = true;
-                    } else {
-                        go = childTransform.gameObject;
-                    }
-                    go.GetComponent<MeshRenderer>().material = tm.material;
-                    go.GetComponent<MeshCollider>().material = tm.physicMaterial;
-
-                    // we update the data in the bender. It will decide itself if the bending must be recalculated.
-                    MeshBender mb = go.GetComponent<MeshBender>();
-                    mb.Source = SourceMesh.Build(tm.mesh)
-                        .Translate(tm.translation)
-                        .Rotate(Quaternion.Euler(tm.rotation))
-                        .Scale(tm.scale);
-                    mb.SetInterval(curve);
-                    mb.ComputeIfNeeded();
-                    used.Add(go);
-                }
-            }
-
-            // finally, we destroy the unused objects
-            foreach (var go in generated.transform
-                .Cast<Transform>()
-                .Select(child => child.gameObject).Except(used)) {
-                UOUtility.Destroy(go);
-            }
-        }
-    }
-
-    /// <summary>
-    /// This class store any data associated with a spline segment.
-    /// In this example, a list of meshes.
-    /// It is intended to be edited in the inspector.
-    /// </summary>
-    [Serializable]
-    public class TrackSegment {
-        public List<TransformedMesh> transformedMeshes = new List<TransformedMesh>();
-    }
-
-    /// <summary>
-    /// This class stores all needed data to represent a mesh in situation.
-    /// It is intended to be edited in the inspector.
-    /// </summary>
-    [Serializable]
-    public class TransformedMesh {
-        public TransformedMesh() {
-            scale = Vector3.one;
-        }
-        public Mesh mesh;
-        public Material material;
-        public PhysicMaterial physicMaterial;
-        public Vector3 translation;
-        public Vector3 rotation;
-        public Vector3 scale = Vector3.one;
-    }
-}

+ 0 - 11
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/ExampleTrack.cs.meta

@@ -1,11 +0,0 @@
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+ 0 - 112
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/RopeBuilder.cs

@@ -1,112 +0,0 @@
-using SplineMesh;
-using System.Collections;
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-
-namespace SplineMesh {
-    [ExecuteInEditMode]
-    [RequireComponent(typeof(Spline))]
-    public class RopeBuilder : MonoBehaviour {
-        private bool toUpdate = false;
-        private GameObject generated;
-        private GameObject Generated {
-            get {
-                if (generated == null) {
-                    string generatedName = "generated by " + GetType().Name;
-                    var generatedTranform = transform.Find(generatedName);
-                    generated = generatedTranform != null ? generatedTranform.gameObject : UOUtility.Create(generatedName, gameObject);
-                }
-                return generated;
-            }
-        }
-
-        private Spline spline;
-        private GameObject firstSegment;
-
-        [SerializeField]
-        public List<GameObject> wayPoints = new List<GameObject>();
-
-        public GameObject segmentPrefab;
-        public int segmentCount;
-        public float segmentSpacing;
-
-        private void OnEnable() {
-            spline = GetComponent<Spline>();
-            toUpdate = true;
-        }
-
-        private void OnValidate() {
-            toUpdate = true;
-        }
-
-        private void Update() {
-            if (toUpdate) {
-                toUpdate = false;
-                Generate();
-                UpdateSpline();
-            }
-            UpdateNodes();
-
-            // balancing
-            if (Application.isPlaying) {
-                firstSegment.transform.localPosition = new Vector3(Mathf.Sin(Time.time) * 3, 0, 0);
-            }
-        }
-
-        private void UpdateNodes() {
-            int i = 0;
-            foreach (GameObject wayPoint in wayPoints) {
-                var node = spline.nodes[i++];
-                if (Vector3.Distance(node.Position, transform.InverseTransformPoint(wayPoint.transform.position)) > 0.001f) {
-                    node.Position = transform.InverseTransformPoint(wayPoint.transform.position);
-                    node.Up = wayPoint.transform.up;
-                }
-            }
-        }
-
-        private void UpdateSpline() {
-            foreach (var penisNode in wayPoints.ToList()) {
-                if (penisNode == null) wayPoints.Remove(penisNode);
-            }
-            int nodeCount = wayPoints.Count;
-            // adjust the number of nodes in the spline.
-            while (spline.nodes.Count < nodeCount) {
-                spline.AddNode(new SplineNode(Vector3.zero, Vector3.zero));
-            }
-            while (spline.nodes.Count > nodeCount && spline.nodes.Count > 2) {
-                spline.RemoveNode(spline.nodes.Last());
-            }
-        }
-
-        private void Generate() {
-            UOUtility.DestroyChildren(Generated);
-            wayPoints.Clear();
-
-            float localSpacing = 0;
-            Joint joint = null;
-            for (int i = 0; i < segmentCount; i++) {
-                var seg = UOUtility.Instantiate(segmentPrefab, Generated.transform);
-                seg.transform.Translate(0, 0, localSpacing);
-
-                var segRB = seg.GetComponent<Rigidbody>();
-                // we fix the first segment so that the rope won't fall
-                if (i == 0) {
-                    firstSegment = seg;
-                    segRB.constraints = RigidbodyConstraints.FreezePosition;
-                }
-
-                // we attach the rigidbody to the joint of the previous segment
-                if (joint != null) {
-                    joint.connectedBody = segRB;
-                }
-                joint = seg.GetComponent<Joint>();
-
-                // we save segments as way points for the spline deformation.
-                wayPoints.Add(seg);
-                localSpacing += segmentSpacing;
-            }
-            UOUtility.Destroy(joint);
-        }
-    }
-}

+ 0 - 11
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Example/RopeBuilder.cs.meta

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+ 0 - 8
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing.meta

@@ -1,8 +0,0 @@
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+ 0 - 228
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/ExtrusionSegment.cs

@@ -1,228 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using UnityEngine;
-
-namespace SplineMesh {
-    [ExecuteInEditMode]
-    [DisallowMultipleComponent]
-    [RequireComponent(typeof(MeshFilter))]
-    [RequireComponent(typeof(MeshRenderer))]
-    public class ExtrusionSegment : MonoBehaviour {
-        private bool isDirty = false;
-
-        private MeshFilter mf;
-        private Mesh result;
-
-        private bool useSpline = false;
-        private CubicBezierCurve curve;
-        private Spline spline;
-        private float intervalStart, intervalEnd;
-
-        private List<Vertex> shapeVertices = new List<Vertex>();
-        /// <summary>
-        /// 
-        /// </summary>
-        public List<Vertex> ShapeVertices {
-            get { return shapeVertices; }
-            set {
-                if (value == shapeVertices) return;
-                SetDirty();
-                shapeVertices = value;
-            }
-        }
-
-        private float textureScale = 1;
-        /// <summary>
-        /// 
-        /// </summary>
-        public float TextureScale {
-            get { return textureScale; }
-            set {
-                if (value == textureScale) return;
-                SetDirty();
-                textureScale = value;
-            }
-        }
-
-        private float textureOffset = 0;
-        /// <summary>
-        /// 
-        /// </summary>
-        public float TextureOffset {
-            get { return textureOffset; }
-            set {
-                if (value == textureOffset) return;
-                SetDirty();
-                textureOffset = value;
-            }
-        }
-
-        private float sampleSpacing = 0.1f;
-        /// <summary>
-        /// 
-        /// </summary>
-        public float SampleSpacing {
-            get { return sampleSpacing; }
-            set {
-                if (value == sampleSpacing) return;
-                if (value <= 0) throw new ArgumentOutOfRangeException("SampleSpacing", "Must be greater than 0");
-                SetDirty();
-                sampleSpacing = value;
-            }
-        }
-
-        private void OnEnable() {
-            mf = GetComponent<MeshFilter>();
-            if (mf.sharedMesh == null) {
-                mf.sharedMesh = new Mesh();
-            }
-        }
-
-        /// <summary>
-        /// Set the cubic Bézier curve to use to bend the source mesh, and begin to listen to curve control points for changes.
-        /// </summary>
-        /// <param name="curve"></param>
-        /// <param name="update">If let to true, update the resulting mesh immediatly.</param>
-        public void SetInterval(CubicBezierCurve curve) {
-            if (this.curve == curve) return;
-            if (curve == null) throw new ArgumentNullException("curve");
-
-            if (this.curve != null) {
-                this.curve.Changed.RemoveListener(SetDirty);
-            }
-            this.curve = curve;
-            spline = null;
-            curve.Changed.AddListener(SetDirty);
-            useSpline = false;
-            SetDirty();
-        }
-
-        public void SetInterval(Spline spline, float intervalStart, float intervalEnd = 0) {
-            if (this.spline == spline && this.intervalStart == intervalStart && this.intervalEnd == intervalEnd) return;
-            if (spline == null) throw new ArgumentNullException("spline");
-            if (intervalStart < 0 || intervalStart >= spline.Length) {
-                throw new ArgumentOutOfRangeException("interval start must be 0 or greater and lesser than spline length (was " + intervalStart + ")");
-            }
-            if (intervalEnd != 0 && intervalEnd <= intervalStart || intervalEnd > spline.Length) {
-                throw new ArgumentOutOfRangeException("interval end must be 0 or greater than interval start, and lesser than spline length (was " + intervalEnd + ")");
-            }
-            if (this.spline != null) {
-                // unlistening previous spline
-                this.spline.CurveChanged.RemoveListener(SetDirty);
-            }
-            this.spline = spline;
-            // listening new spline
-            spline.CurveChanged.AddListener(SetDirty);
-
-            curve = null;
-            this.intervalStart = intervalStart;
-            this.intervalEnd = intervalEnd;
-            useSpline = true;
-            SetDirty();
-        }
-
-        private void SetDirty() {
-            isDirty = true;
-        }
-
-        private void LateUpdate() {
-            ComputeIfNeeded();
-        }
-
-        public void ComputeIfNeeded() {
-            if (isDirty) {
-                Compute();
-                isDirty = false;
-            }
-        }
-
-        private List<CurveSample> GetPath() {
-            var path = new List<CurveSample>();
-            if (useSpline) {
-                // calculate path from spline interval
-                float d = intervalStart;
-                while (d < intervalEnd) {
-                    path.Add(spline.GetSampleAtDistance(d));
-                    d += sampleSpacing;
-                }
-                path.Add(spline.GetSampleAtDistance(intervalEnd));
-            } else {
-                // calculate path in a curve
-                float d = 0;
-                while (d < curve.Length) {
-                    path.Add(curve.GetSampleAtDistance(d));
-                    d += sampleSpacing;
-                }
-                path.Add(curve.GetSampleAtDistance(curve.Length));
-            }
-            return path;
-        }
-
-        public void Compute() {
-            List<CurveSample> path = GetPath();
-
-            int vertsInShape = shapeVertices.Count;
-            int segmentCount = path.Count - 1;
-
-            var triangleIndices = new List<int>(vertsInShape * 2 * segmentCount * 3);
-            var bentVertices = new List<MeshVertex>(vertsInShape * 2 * segmentCount * 3);
-
-            foreach (var sample in path) {
-                foreach (Vertex v in shapeVertices) {
-                    bentVertices.Add(sample.GetBent(new MeshVertex(
-                        new Vector3(0, v.point.y, -v.point.x),
-                        new Vector3(0, v.normal.y, -v.normal.x),
-                        new Vector2(v.uCoord, textureScale * (sample.distanceInCurve + textureOffset)))));
-                }
-            }
-            var index = 0;
-            for (int i = 0; i < segmentCount; i++) {
-                for (int j = 0; j < shapeVertices.Count; j++) {
-                    int offset = j == shapeVertices.Count - 1 ? -(shapeVertices.Count - 1) : 1;
-                    int a = index + shapeVertices.Count;
-                    int b = index;
-                    int c = index + offset;
-                    int d = index + offset + shapeVertices.Count;
-                    triangleIndices.Add(c);
-                    triangleIndices.Add(b);
-                    triangleIndices.Add(a);
-                    triangleIndices.Add(a);
-                    triangleIndices.Add(d);
-                    triangleIndices.Add(c);
-                    index++;
-                }
-            }
-
-            MeshUtility.Update(mf.sharedMesh,
-                mf.sharedMesh,
-                triangleIndices,
-                bentVertices.Select(b => b.position),
-                bentVertices.Select(b => b.normal),
-                bentVertices.Select(b => b.uv));
-            var mc = GetComponent<MeshCollider>();
-            if(mc != null) {
-                mc.sharedMesh = mf.sharedMesh;
-            }
-        }
-
-        [Serializable]
-        public class Vertex {
-            public Vector2 point;
-            public Vector2 normal;
-            public float uCoord;
-
-            public Vertex(Vector2 point, Vector2 normal, float uCoord) {
-                this.point = point;
-                this.normal = normal;
-                this.uCoord = uCoord;
-            }
-            public Vertex(Vertex other) {
-                this.point = other.point;
-                this.normal = other.normal;
-                this.uCoord = other.uCoord;
-            }
-        }
-    }
-}

+ 0 - 11
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/ExtrusionSegment.cs.meta

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+ 0 - 327
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/MeshBender.cs

@@ -1,327 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System;
-using System.Collections.Generic;
-using System.Linq;
-
-namespace SplineMesh {
-    /// <summary>
-    /// A component that creates a deformed mesh from a given one along the given spline segment.
-    /// The source mesh will always be bended along the X axis.
-    /// It can work on a cubic bezier curve or on any interval of a given spline.
-    /// On the given interval, the mesh can be place with original scale, stretched, or repeated.
-    /// The resulting mesh is stored in a MeshFilter component and automaticaly updated on the next update if the spline segment change.
-    /// </summary>
-    [DisallowMultipleComponent]
-    [RequireComponent(typeof(MeshFilter))]
-    [ExecuteInEditMode]
-    public class MeshBender : MonoBehaviour {
-        private bool isDirty = false;
-        private Mesh result;
-        private bool useSpline;
-        private Spline spline;
-        private float intervalStart, intervalEnd;
-        private CubicBezierCurve curve;
-        private Dictionary<float, CurveSample> sampleCache = new Dictionary<float, CurveSample>();
-
-        private SourceMesh source;
-        /// <summary>
-        /// The source mesh to bend.
-        /// </summary>
-        public SourceMesh Source {
-            get { return source; }
-            set {
-                if (value == source) return;
-                SetDirty();
-                source = value;
-            }
-        }
-        
-        private FillingMode mode = FillingMode.StretchToInterval;
-        /// <summary>
-        /// The scaling mode along the spline
-        /// </summary>
-        public FillingMode Mode {
-            get { return mode; }
-            set {
-                if (value == mode) return;
-                SetDirty();
-                mode = value;
-            }
-        }
-
-        /// <summary>
-        /// Sets a curve along which the mesh will be bent.
-        /// The mesh will be updated if the curve changes.
-        /// </summary>
-        /// <param name="curve">The <see cref="CubicBezierCurve"/> to bend the source mesh along.</param>
-        public void SetInterval(CubicBezierCurve curve) {
-            if (this.curve == curve) return;
-            if (curve == null) throw new ArgumentNullException("curve");
-            if (this.curve != null) {
-                this.curve.Changed.RemoveListener(SetDirty);
-            }
-            this.curve = curve;
-            spline = null;
-            curve.Changed.AddListener(SetDirty);
-            useSpline = false;
-            SetDirty();
-        }
-
-        /// <summary>
-        /// Sets a spline's interval along which the mesh will be bent.
-        /// If interval end is absent or set to 0, the interval goes from start to spline length.
-        /// The mesh will be update if any of the curve changes on the spline, including curves
-        /// outside the given interval.
-        /// </summary>
-        /// <param name="spline">The <see cref="SplineMesh"/> to bend the source mesh along.</param>
-        /// <param name="intervalStart">Distance from the spline start to place the mesh minimum X.<param>
-        /// <param name="intervalEnd">Distance from the spline start to stop deforming the source mesh.</param>
-        public void SetInterval(Spline spline, float intervalStart, float intervalEnd = 0) {
-            if (this.spline == spline && this.intervalStart == intervalStart && this.intervalEnd == intervalEnd) return;
-            if (spline == null) throw new ArgumentNullException("spline");
-            if (intervalStart < 0 || intervalStart >= spline.Length) {
-                throw new ArgumentOutOfRangeException("interval start must be 0 or greater and lesser than spline length (was " + intervalStart + ")");
-            }
-            if (intervalEnd != 0 && intervalEnd <= intervalStart || intervalEnd > spline.Length) {
-                throw new ArgumentOutOfRangeException("interval end must be 0 or greater than interval start, and lesser than spline length (was " + intervalEnd + ")");
-            }
-            if (this.spline != null) {
-                // unlistening previous spline
-                this.spline.CurveChanged.RemoveListener(SetDirty);
-            }
-            this.spline = spline;
-            // listening new spline
-            spline.CurveChanged.AddListener(SetDirty);
-
-            curve = null;
-            this.intervalStart = intervalStart;
-            this.intervalEnd = intervalEnd;
-            useSpline = true;
-            SetDirty();
-        }
-
-        private void OnEnable() {
-            if(GetComponent<MeshFilter>().sharedMesh != null) {
-                result = GetComponent<MeshFilter>().sharedMesh;
-            } else {
-                GetComponent<MeshFilter>().sharedMesh = result = new Mesh();
-                result.name = "Generated by " + GetType().Name;
-            }
-        }
-
-        private void LateUpdate() {
-            ComputeIfNeeded();
-        }
-
-        public void ComputeIfNeeded() {
-            if (isDirty) {
-                Compute();
-            }
-        }
-
-        private void SetDirty() {
-            isDirty = true;
-        }
-
-        /// <summary>
-        /// Bend the mesh. This method may take time and should not be called more than necessary.
-        /// Consider using <see cref="ComputeIfNeeded"/> for faster result.
-        /// </summary>
-        private  void Compute() {
-            isDirty = false;
-            switch (Mode) {
-                case FillingMode.Once:
-                    FillOnce();
-                    break;
-                case FillingMode.Repeat:
-                    FillRepeat();
-                    break;
-                case FillingMode.StretchToInterval:
-                    FillStretch();
-                    break;
-            }
-        }
-
-        private void OnDestroy() {
-            if(curve != null) {
-                curve.Changed.RemoveListener(Compute);
-            }
-        }
-
-        /// <summary>
-        /// The mode used by <see cref="MeshBender"/> to bend meshes on the interval.
-        /// </summary>
-        public enum FillingMode {
-            /// <summary>
-            /// In this mode, source mesh will be placed on the interval by preserving mesh scale.
-            /// Vertices that are beyond interval end will be placed on the interval end.
-            /// </summary>
-            Once,
-            /// <summary>
-            /// In this mode, the mesh will be repeated to fill the interval, preserving
-            /// mesh scale.
-            /// This filling process will stop when the remaining space is not enough to
-            /// place a whole mesh, leading to an empty interval.
-            /// </summary>
-            Repeat,
-            /// <summary>
-            /// In this mode, the mesh is deformed along the X axis to fill exactly the interval.
-            /// </summary>
-            StretchToInterval
-        }
-
-        private void FillOnce() {
-            sampleCache.Clear();
-            var bentVertices = new List<MeshVertex>(source.Vertices.Count);
-            // for each mesh vertex, we found its projection on the curve
-            foreach (var vert in source.Vertices) {
-                float distance = vert.position.x - source.MinX;
-                CurveSample sample;
-                if (!sampleCache.TryGetValue(distance, out sample)) {
-                    if (!useSpline) {
-                        if (distance > curve.Length) distance = curve.Length;
-                        sample = curve.GetSampleAtDistance(distance);
-                    } else {
-                        float distOnSpline = intervalStart + distance;
-                        if (distOnSpline > spline.Length) {
-                            if (spline.IsLoop) {
-                                while (distOnSpline > spline.Length) {
-                                    distOnSpline -= spline.Length;
-                                }
-                            } else {
-                                distOnSpline = spline.Length;
-                            }
-                        }
-                        sample = spline.GetSampleAtDistance(distOnSpline);
-                    }
-                    sampleCache[distance] = sample;
-                }
-
-                bentVertices.Add(sample.GetBent(vert));
-            }
-
-            MeshUtility.Update(result,
-                source.Mesh,
-                source.Triangles,
-                bentVertices.Select(b => b.position),
-                bentVertices.Select(b => b.normal));
-        }
-
-        private void FillRepeat() {
-            float intervalLength = useSpline?
-                (intervalEnd == 0 ? spline.Length : intervalEnd) - intervalStart :
-                curve.Length;
-            int repetitionCount = Mathf.FloorToInt(intervalLength / source.Length);
-
-
-            // building triangles and UVs for the repeated mesh
-            var triangles = new List<int>();
-            var uv = new List<Vector2>();
-            var uv2 = new List<Vector2>();
-            var uv3 = new List<Vector2>();
-            var uv4 = new List<Vector2>();
-            var uv5 = new List<Vector2>();
-            var uv6 = new List<Vector2>();
-            var uv7 = new List<Vector2>();
-            var uv8 = new List<Vector2>();
-            for (int i = 0; i < repetitionCount; i++) {
-                foreach (var index in source.Triangles) {
-                    triangles.Add(index + source.Vertices.Count * i);
-                }
-                uv.AddRange(source.Mesh.uv);
-                uv2.AddRange(source.Mesh.uv2);
-                uv3.AddRange(source.Mesh.uv3);
-                uv4.AddRange(source.Mesh.uv4);
-#if UNITY_2018_2_OR_NEWER
-                uv5.AddRange(source.Mesh.uv5);
-                uv6.AddRange(source.Mesh.uv6);
-                uv7.AddRange(source.Mesh.uv7);
-                uv8.AddRange(source.Mesh.uv8);
-#endif
-            }
-
-            // computing vertices and normals
-            var bentVertices = new List<MeshVertex>(source.Vertices.Count);
-            float offset = 0;
-            for (int i = 0; i < repetitionCount; i++) {
-
-                sampleCache.Clear();
-                // for each mesh vertex, we found its projection on the curve
-                foreach (var vert in source.Vertices) {
-                    float distance = vert.position.x - source.MinX + offset;
-                    CurveSample sample;
-                    if (!sampleCache.TryGetValue(distance, out sample)) {
-                        if (!useSpline) {
-                            if (distance > curve.Length) continue;
-                            sample = curve.GetSampleAtDistance(distance);
-                        } else {
-                            float distOnSpline = intervalStart + distance;
-                            //if (true) { //spline.isLoop) {
-                                while (distOnSpline > spline.Length) {
-                                    distOnSpline -= spline.Length;
-                                }
-                            //} else if (distOnSpline > spline.Length) {
-                            //    continue;
-                            //}
-                            sample = spline.GetSampleAtDistance(distOnSpline);
-                        }
-                        sampleCache[distance] = sample;
-                    }
-                    bentVertices.Add(sample.GetBent(vert));
-                }
-                offset += source.Length;
-            }
-
-            MeshUtility.Update(result,
-                source.Mesh,
-                triangles,
-                bentVertices.Select(b => b.position),
-                bentVertices.Select(b => b.normal),
-                uv,
-                uv2,
-                uv3,
-                uv4,
-                uv5,
-                uv6,
-                uv7,
-                uv8);
-        }
-
-        private void FillStretch() {
-            var bentVertices = new List<MeshVertex>(source.Vertices.Count);
-            sampleCache.Clear();
-            // for each mesh vertex, we found its projection on the curve
-            foreach (var vert in source.Vertices) {
-                float distanceRate = source.Length == 0 ? 0 : Math.Abs(vert.position.x - source.MinX) / source.Length;
-                CurveSample sample;
-                if (!sampleCache.TryGetValue(distanceRate, out sample)) {
-                    if (!useSpline) {
-                        sample = curve.GetSampleAtDistance(curve.Length * distanceRate);
-                    } else {
-                        float intervalLength = intervalEnd == 0 ? spline.Length - intervalStart : intervalEnd - intervalStart;
-                        float distOnSpline = intervalStart + intervalLength * distanceRate;
-                        if(distOnSpline > spline.Length) {
-                            distOnSpline = spline.Length;
-                            Debug.Log("dist " + distOnSpline + " spline length " + spline.Length + " start " + intervalStart);
-                        }
-
-                        sample = spline.GetSampleAtDistance(distOnSpline);
-                    }
-                    sampleCache[distanceRate] = sample;
-                }
-
-                bentVertices.Add(sample.GetBent(vert));
-            }
-
-            MeshUtility.Update(result,
-                source.Mesh,
-                source.Triangles,
-                bentVertices.Select(b => b.position),
-                bentVertices.Select(b => b.normal));
-            if (TryGetComponent(out MeshCollider collider)) {
-                collider.sharedMesh = result;
-            }
-        }
-    }
-}

+ 0 - 12
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/MeshBender.cs.meta

@@ -1,12 +0,0 @@
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+ 0 - 23
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/MeshVertex.cs

@@ -1,23 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System;
-
-namespace SplineMesh {
-    [Serializable]
-    public class MeshVertex {
-        public Vector3 position;
-        public Vector3 normal;
-        public Vector2 uv;
-
-        public MeshVertex(Vector3 position, Vector3 normal, Vector2 uv) {
-            this.position = position;
-            this.normal = normal;
-            this.uv = uv;
-        }
-
-        public MeshVertex(Vector3 position, Vector3 normal)
-            : this(position, normal, Vector2.zero)
-        {
-        }
-    }
-}

+ 0 - 11
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/MeshVertex.cs.meta

@@ -1,11 +0,0 @@
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+ 0 - 179
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/SourceMesh.cs

@@ -1,179 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-using System;
-
-namespace SplineMesh {
-    /// <summary>
-    /// This class returns a transformed version of a given source mesh, plus others
-    /// informations to help bending the mesh along a curve.
-    /// It is imutable to ensure better performances.
-    /// 
-    /// To obtain an instance, call the static method <see cref="Build(Mesh)"/>.
-    /// The building is made in a fluent way.
-    /// </summary>
-    public struct SourceMesh {
-        private Vector3 translation;
-        private Quaternion rotation;
-        private Vector3 scale;
-
-        internal Mesh Mesh { get; }
-
-        private List<MeshVertex> vertices;
-        internal List<MeshVertex> Vertices {
-            get {
-                if (vertices == null) BuildData();
-                return vertices;
-            }
-        }
-
-        private int[] triangles;
-        internal int[] Triangles {
-            get {
-                if (vertices == null) BuildData();
-                return triangles;
-            }
-        }
-
-        private float minX;
-        internal float MinX {
-            get {
-                if (vertices == null) BuildData();
-                return minX;
-            }
-        }
-
-        private float length;
-        internal float Length {
-            get {
-                if (vertices == null) BuildData();
-                return length;
-            }
-        }
-
-        /// <summary>
-        /// constructor is private to enable fluent builder pattern.
-        /// Use <see cref="Build(Mesh)"/> to obtain an instance.
-        /// </summary>
-        /// <param name="mesh"></param>
-        private SourceMesh(Mesh mesh) {
-            Mesh = mesh;
-            translation = default(Vector3);
-            rotation = default(Quaternion);
-            scale = default(Vector3);
-            vertices = null;
-            triangles = null;
-            minX = 0;
-            length = 0;
-        }
-
-        /// <summary>
-        /// copy constructor
-        /// </summary>
-        /// <param name="other"></param>
-        private SourceMesh(SourceMesh other) {
-            Mesh = other.Mesh;
-            translation = other.translation;
-            rotation = other.rotation;
-            scale = other.scale;
-            vertices = null;
-            triangles = null;
-            minX = 0;
-            length = 0;
-        }
-
-        public static SourceMesh Build(Mesh mesh) {
-            return new SourceMesh(mesh);
-        }
-
-        public SourceMesh Translate(Vector3 translation) {
-            var res = new SourceMesh(this) {
-                translation = translation
-            };
-            return res;
-        }
-
-        public SourceMesh Translate(float x, float y, float z) {
-            return Translate(new Vector3(x, y, z));
-        }
-
-        public SourceMesh Rotate(Quaternion rotation) {
-            var res = new SourceMesh(this) {
-                rotation = rotation
-            };
-            return res;
-        }
-
-        public SourceMesh Scale(Vector3 scale) {
-            var res = new SourceMesh(this) {
-                scale = scale
-            };
-            return res;
-        }
-
-        public SourceMesh Scale(float x, float y, float z) {
-            return Scale(new Vector3(x, y, z));
-        }
-
-        private void BuildData() {
-            // if the mesh is reversed by scale, we must change the culling of the faces by inversing all triangles.
-            // the mesh is reverse only if the number of resersing axes is impair.
-            bool reversed = scale.x < 0;
-            if (scale.y < 0) reversed = !reversed;
-            if (scale.z < 0) reversed = !reversed;
-            triangles = reversed ? MeshUtility.GetReversedTriangles(Mesh) : Mesh.triangles;
-
-            // we transform the source mesh vertices according to rotation/translation/scale
-            int i = 0;
-            vertices = new List<MeshVertex>(Mesh.vertexCount);
-            foreach (Vector3 vert in Mesh.vertices) {
-                var transformed = new MeshVertex(vert, Mesh.normals[i++]);
-                //  application of rotation
-                if (rotation != Quaternion.identity) {
-                    transformed.position = rotation * transformed.position;
-                    transformed.normal = rotation * transformed.normal;
-                }
-                if (scale != Vector3.one) {
-                    transformed.position = Vector3.Scale(transformed.position, scale);
-                    transformed.normal = Vector3.Scale(transformed.normal, scale);
-                }
-                if (translation != Vector3.zero) {
-                    transformed.position += translation;
-                }
-                vertices.Add(transformed);
-            }
-
-            // find the bounds along x
-            minX = float.MaxValue;
-            float maxX = float.MinValue;
-            foreach (var vert in vertices) {
-                Vector3 p = vert.position;
-                maxX = Math.Max(maxX, p.x);
-                minX = Math.Min(minX, p.x);
-            }
-            length = Math.Abs(maxX - minX);
-        }
-
-        public override bool Equals(object obj) {
-            if (obj == null || GetType() != obj.GetType()) {
-                return false;
-            }
-            var other = (SourceMesh)obj;
-            return Mesh == other.Mesh &&
-                translation == other.translation &&
-                rotation == other.rotation &&
-                scale == other.scale;
-        }
-
-        public override int GetHashCode() {
-            return base.GetHashCode();
-        }
-
-        public static bool operator ==(SourceMesh sm1, SourceMesh sm2) {
-            return sm1.Equals(sm2);
-        }
-        public static bool operator !=(SourceMesh sm1, SourceMesh sm2) {
-            return sm1.Equals(sm2);
-        }
-    }
-}

+ 0 - 11
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/SourceMesh.cs.meta

@@ -1,11 +0,0 @@
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+ 0 - 96
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/SplineExtrusion.cs

@@ -1,96 +0,0 @@
-using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.Linq;
-using UnityEngine;
-
-namespace SplineMesh {
-    /// <summary>
-    /// Special component to extrude shape along a spline.
-    /// 
-    /// Note : This component is not lightweight and should be used as-is mostly for prototyping. It allows to quickly create meshes by
-    /// drawing only the 2D shape to extrude along the spline. The result is not intended to be used in a production context and you will most likely
-    /// create eventualy the mesh you need in a modeling tool to save performances and have better control.
-    /// 
-    /// The special editor of this component allow you to draw a 2D shape with vertices, normals and U texture coordinate. The V coordinate is set
-    /// for the whole spline, by setting the number of times the texture must be repeated.
-    /// 
-    /// All faces of the resulting mesh are smoothed. If you want to obtain an edge without smoothing, you will have to overlap two vertices and set two normals.
-    /// 
-    /// You can expand the vertices list in the inspector to access data and enter precise values.
-    /// 
-    /// This component doesn't offer much control as Unity is not a modeling tool. That said, you should be able to create your own version easily.
-    /// </summary>
-    [ExecuteInEditMode]
-    [RequireComponent(typeof(Spline))]
-    public class SplineExtrusion : MonoBehaviour {
-        private Spline spline;
-        private bool toUpdate = true;
-        private GameObject generated;
-
-        public List<ExtrusionSegment.Vertex> shapeVertices = new List<ExtrusionSegment.Vertex>();
-        public Material material;
-        public float textureScale = 1;
-        public float sampleSpacing = 0.1f;
-
-        /// <summary>
-        /// Clear shape vertices, then create three vertices with three normals for the extrusion to be visible
-        /// </summary>
-        private void Reset() {
-            shapeVertices.Clear();
-            shapeVertices.Add(new ExtrusionSegment.Vertex(new Vector2(0, 0.5f), new Vector2(0, 1), 0));
-            shapeVertices.Add(new ExtrusionSegment.Vertex(new Vector2(1, -0.5f), new Vector2(1, -1), 0.33f));
-            shapeVertices.Add(new ExtrusionSegment.Vertex(new Vector2(-1, -0.5f), new Vector2(-1, -1), 0.66f));
-            toUpdate = true;
-            OnEnable();
-        }
-
-        private void OnValidate() {
-            toUpdate = true;
-        }
-
-        private void OnEnable() {
-            string generatedName = "generated by " + GetType().Name;
-            var generatedTranform = transform.Find(generatedName);
-            generated = generatedTranform != null ? generatedTranform.gameObject : UOUtility.Create(generatedName, gameObject);
-
-            spline = GetComponentInParent<Spline>();
-            spline.NodeListChanged += (s, e) => toUpdate = true;
-        }
-
-        private void Update() {
-            if (toUpdate) {
-                GenerateMesh();
-                toUpdate = false;
-            }
-        }
-
-        private void GenerateMesh() {
-            UOUtility.DestroyChildren(generated);
-
-            int i = 0;
-            float textureOffset = 0.0f;
-            foreach (CubicBezierCurve curve in spline.GetCurves()) {
-                GameObject go = UOUtility.Create("segment " + i++,
-                    generated,
-                    typeof(MeshFilter),
-                    typeof(MeshRenderer),
-                    typeof(ExtrusionSegment),
-                    typeof(MeshCollider));
-                go.GetComponent<MeshRenderer>().material = material;
-                ExtrusionSegment seg = go.GetComponent<ExtrusionSegment>();
-                seg.ShapeVertices = shapeVertices;
-                seg.TextureScale = textureScale;
-                seg.TextureOffset = textureOffset;
-                seg.SampleSpacing = sampleSpacing;
-                seg.SetInterval(curve);
-
-                textureOffset += curve.Length;
-            }
-        }
-
-        public void SetToUpdate() {
-            toUpdate = true;
-        }
-    }
-}

+ 0 - 12
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/SplineExtrusion.cs.meta

@@ -1,12 +0,0 @@
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+ 0 - 133
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/SplineMeshTiling.cs

@@ -1,133 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using UnityEngine;
-#if UNITY_EDITOR
-using UnityEditor.Experimental.SceneManagement;
-#endif
-
-namespace SplineMesh {
-    /// <summary>
-    /// Deform a mesh and place it along a spline, given various parameters.
-    /// 
-    /// This class intend to cover the most common situations of mesh bending. It can be used as-is in your project,
-    /// or can serve as a source of inspiration to write your own procedural generator.
-    /// </summary>
-    [ExecuteInEditMode]
-    [SelectionBase]
-    [DisallowMultipleComponent]
-    public class SplineMeshTiling : MonoBehaviour {
-        private GameObject generated;
-        private Spline spline = null;
-        private bool toUpdate = false;
-
-        [Tooltip("Mesh to bend along the spline.")]
-        public Mesh mesh;
-        [Tooltip("Material to apply on the bent mesh.")]
-        public Material material;
-        [Tooltip("Physic material to apply on the bent mesh.")]
-        public PhysicMaterial physicMaterial;
-        [Tooltip("Translation to apply on the mesh before bending it.")]
-        public Vector3 translation;
-        [Tooltip("Rotation to apply on the mesh before bending it.")]
-        public Vector3 rotation;
-        [Tooltip("Scale to apply on the mesh before bending it.")]
-        public Vector3 scale = Vector3.one;
-
-        [Tooltip("If true, a mesh collider will be generated.")]
-        public bool generateCollider = true;
-
-        [Tooltip("If true, the mesh will be bent on play mode. If false, the bent mesh will be kept from the editor mode, allowing lighting baking.")]
-        public bool updateInPlayMode;
-
-        [Tooltip("If true, a mesh will be placed on each curve of the spline. If false, a single mesh will be placed for the whole spline.")]
-        public bool curveSpace = false;
-
-        [Tooltip("The mode to use to fill the choosen interval with the bent mesh.")]
-        public MeshBender.FillingMode mode = MeshBender.FillingMode.StretchToInterval;
-
-        private void OnEnable() {
-            // tip : if you name all generated content in the same way, you can easily find all of it
-            // at once in the scene view, with a single search.
-            string generatedName = "generated by " + GetType().Name;
-            var generatedTranform = transform.Find(generatedName);
-            generated = generatedTranform != null ? generatedTranform.gameObject : UOUtility.Create(generatedName, gameObject);
-
-            spline = GetComponentInParent<Spline>();
-            spline.NodeListChanged += (s, e) => toUpdate = true;
-
-            toUpdate = true;
-        }
-
-        private void OnValidate() {
-            if (spline == null) return;
-            toUpdate = true;
-        }
-
-        private void Update() {
-            // we can prevent the generated content to be updated during playmode to preserve baked data saved in the scene
-            if (!updateInPlayMode && Application.isPlaying) return;
-
-            if (toUpdate) {
-                toUpdate = false;
-                CreateMeshes();
-            }
-        }
-
-        public void CreateMeshes() {
-#if UNITY_EDITOR
-            // we don't update if we are in prefab mode
-            if (PrefabStageUtility.GetCurrentPrefabStage() != null) return;
-#endif
-            var used = new List<GameObject>();
-
-            if (curveSpace) {
-                int i = 0;
-                foreach (var curve in spline.curves) {
-                    var go = FindOrCreate("segment " + i++ + " mesh");
-                    go.GetComponent<MeshBender>().SetInterval(curve);
-                    go.GetComponent<MeshCollider>().enabled = generateCollider;
-                    used.Add(go);
-                }
-            } else {
-                var go = FindOrCreate("segment 1 mesh");
-                go.GetComponent<MeshBender>().SetInterval(spline, 0);
-                go.GetComponent<MeshCollider>().enabled = generateCollider;
-                used.Add(go);
-            }
-
-            // we destroy the unused objects. This is classic pooling to recycle game objects.
-            foreach (var go in generated.transform
-                .Cast<Transform>()
-                .Select(child => child.gameObject).Except(used)) {
-                UOUtility.Destroy(go);
-            }
-        }
-
-        private GameObject FindOrCreate(string name) {
-            var childTransform = generated.transform.Find(name);
-            GameObject res;
-            if (childTransform == null) {
-                res = UOUtility.Create(name,
-                    generated,
-                    typeof(MeshFilter),
-                    typeof(MeshRenderer),
-                    typeof(MeshBender),
-                    typeof(MeshCollider));
-                res.isStatic = !updateInPlayMode;
-            } else {
-                res = childTransform.gameObject;
-            }
-            res.GetComponent<MeshRenderer>().material = material;
-            res.GetComponent<MeshCollider>().material = physicMaterial;
-            MeshBender mb = res.GetComponent<MeshBender>();
-            mb.Source = SourceMesh.Build(mesh)
-                .Translate(translation)
-                .Rotate(Quaternion.Euler(rotation))
-                .Scale(scale);
-            mb.Mode = mode;
-            return res;
-        }
-    }
-}

+ 0 - 11
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/MeshProcessing/SplineMeshTiling.cs.meta

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+ 0 - 8
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Utils.meta

@@ -1,8 +0,0 @@
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+ 0 - 14
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Utils/CameraUtility.cs

@@ -1,14 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using UnityEngine;
-
-namespace SplineMesh {
-    public static class CameraUtility {
-        public static bool IsOnScreen(Vector3 position) {
-            Vector3 onScreen = Camera.current.WorldToViewportPoint(position);
-            return onScreen.z > 0 && onScreen.x > 0 && onScreen.y > 0 && onScreen.x < 1 && onScreen.y < 1;
-        }
-    }
-}

+ 0 - 11
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Utils/CameraUtility.cs.meta

@@ -1,11 +0,0 @@
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+ 0 - 79
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Utils/MeshUtility.cs

@@ -1,79 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using UnityEngine;
-
-namespace SplineMesh {
-    public class MeshUtility {
-
-        /// <summary>
-        /// Returns a mesh with reserved triangles to turn back the face culling.
-        /// This is usefull when a mesh needs to have a negative scale.
-        /// </summary>
-        /// <param name="mesh"></param>
-        /// <returns></returns>
-        public static int[] GetReversedTriangles(Mesh mesh) {
-            var res = mesh.triangles.ToArray();
-            var triangleCount = res.Length / 3;
-            for (var i = 0; i < triangleCount; i++) {
-                var tmp = res[i * 3];
-                res[i * 3] = res[i * 3 + 1];
-                res[i * 3 + 1] = tmp;
-            }
-            return res;
-        }
-
-        /// <summary>
-        /// Returns a mesh similar to the given source plus given optionnal parameters.
-        /// </summary>
-        /// <param name="mesh"></param>
-        /// <param name="source"></param>
-        /// <param name="triangles"></param>
-        /// <param name="vertices"></param>
-        /// <param name="normals"></param>
-        /// <param name="uv"></param>
-        /// <param name="uv2"></param>
-        /// <param name="uv3"></param>
-        /// <param name="uv4"></param>
-        /// <param name="uv5"></param>
-        /// <param name="uv6"></param>
-        /// <param name="uv7"></param>
-        /// <param name="uv8"></param>
-        public static void Update(Mesh mesh,
-            Mesh source,
-            IEnumerable<int> triangles = null,
-            IEnumerable<Vector3> vertices = null,
-            IEnumerable<Vector3> normals = null,
-            IEnumerable<Vector2> uv = null,
-            IEnumerable<Vector2> uv2 = null,
-            IEnumerable<Vector2> uv3 = null,
-            IEnumerable<Vector2> uv4 = null,
-            IEnumerable<Vector2> uv5 = null,
-            IEnumerable<Vector2> uv6 = null,
-            IEnumerable<Vector2> uv7 = null,
-            IEnumerable<Vector2> uv8 = null) {
-            mesh.hideFlags = source.hideFlags;
-#if UNITY_2017_3_OR_NEWER
-            mesh.indexFormat = source.indexFormat;
-#endif
-
-            mesh.triangles = new int[0];
-            mesh.vertices = vertices == null ? source.vertices : vertices.ToArray();
-            mesh.normals = normals == null ? source.normals : normals.ToArray();
-            mesh.uv = uv == null? source.uv : uv.ToArray();
-            mesh.uv2 = uv2 == null ? source.uv2 : uv2.ToArray();
-            mesh.uv3 = uv3 == null ? source.uv3 : uv3.ToArray();
-            mesh.uv4 = uv4 == null ? source.uv4 : uv4.ToArray();
-#if UNITY_2018_2_OR_NEWER
-            mesh.uv5 = uv5 == null ? source.uv5 : uv5.ToArray();
-            mesh.uv6 = uv6 == null ? source.uv6 : uv6.ToArray();
-            mesh.uv7 = uv7 == null ? source.uv7 : uv7.ToArray();
-            mesh.uv8 = uv8 == null ? source.uv8 : uv8.ToArray();
-#endif
-            mesh.triangles = triangles == null ? source.triangles : triangles.ToArray();
-            mesh.RecalculateBounds();
-            mesh.RecalculateTangents();
-        }
-    }
-}

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@@ -1,11 +0,0 @@
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+ 0 - 48
testumgebung/CrowdModelling/Assets/SplineMesh/Scripts/Utils/UOUtility.cs

@@ -1,48 +0,0 @@
-using UnityEngine;
-using UnityEditor;
-using System.Linq;
-using System;
-
-namespace SplineMesh {
-    public static class UOUtility {
-        public static GameObject Create(string name, GameObject parent, params Type[] components) {
-            var res = new GameObject(name, components);
-            res.transform.parent = parent.transform;
-            res.transform.localPosition = Vector3.zero;
-            res.transform.localScale = Vector3.one;
-            res.transform.localRotation = Quaternion.identity;
-            return res;
-        }
-
-        public static GameObject Instantiate(GameObject prefab, Transform parent) {
-            var res = UnityEngine.Object.Instantiate(prefab, parent);
-            res.transform.localPosition = Vector3.zero;
-            res.transform.localRotation = Quaternion.identity;
-            res.transform.localScale = Vector3.one;
-            return res;
-        }
-
-        public static void Destroy(GameObject go) {
-            if (Application.isPlaying) {
-                UnityEngine.Object.Destroy(go);
-            } else {
-                UnityEngine.Object.DestroyImmediate(go);
-            }
-        }
-
-        public static void Destroy(Component comp) {
-            if (Application.isPlaying) {
-                UnityEngine.Object.Destroy(comp);
-            } else {
-                UnityEngine.Object.DestroyImmediate(comp);
-            }
-        }
-
-        public static void DestroyChildren(GameObject go) {
-            var childList = go.transform.Cast<Transform>().ToList();
-            foreach (Transform childTransform in childList) {
-                Destroy(childTransform.gameObject);
-            }
-        }
-    }
-}

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