29 Commits 331e1c7c86 ... be6f12f0eb

Author SHA1 Message Date
  Marcel Zickler be6f12f0eb Removed powermeter again 3 years ago
  Marcel Zickler 1889be88a3 fixed vibration 3 years ago
  Marcel Zickler e6610664d3 FPS quickfix 3 years ago
  Marcel Zickler 7ce65106ed Adjustments, tests and optimizations 3 years ago
  Marcel Zickler 8bd425dc93 ble power data 3 years ago
  Marcel Zickler 9e37e41b73 Optimization 3 years ago
  Marcel Zickler 018b0e4d71 FMS countdown 3 years ago
  Marcel Zickler 23e5cee5a0 fixed tracker not tracking after calibration 3 years ago
  Marcel Zickler 1890459f77 scene 3 years ago
  Marcel Zickler 298ec58692 trying to fix ant 3 years ago
  Marcel Zickler 5d169cde52 updated materials 3 years ago
  Marcel Zickler d25b41a728 switched to polar for heart rate 3 years ago
  Marcel Zickler c26a4d4379 slope fix 3 years ago
  Marcel Zickler 54f4972862 first test of study 3 years ago
  Marcel Zickler d8ca46c817 Code cleanup 3 years ago
  Marcel Zickler 50eca7052e Removed some Debug.Log calls 3 years ago
  Marcel Zickler 54c9709257 Slightly reduced nummber of materials 3 years ago
  Marcel Zickler 23a5013370 occlusion culling 3 years ago
  Marcel Zickler 7e2863a70d finally finished scene... at least for the 12 defined routes 3 years ago
  Marcel Zickler 1065ae9785 Fixed all routes and removed unnecessary log prints 3 years ago
  Marcel Zickler d543ae2455 added hr from polar via bluetooth 3 years ago
  Marcel Zickler 88e92585a8 In lab adjustments 3 years ago
  Marcel Zickler e0247ae399 new routes 3 years ago
  Marcel Zickler cfba1af4e9 Occlusion Culling, this time really 3 years ago
  Marcel Zickler d371a6e273 Occulusion culling 3 years ago
  Marcel Zickler baa052cda7 More buildings 3 years ago
  Marcel Zickler f5f999096b gitignore 3 years ago
  Marcel Zickler b675aedf38 Merge remote-tracking branch 'origin/master' 3 years ago
  Marcel Zickler 486c9a8d45 SuperCombiner + Improved Logging 3 years ago
100 changed files with 2197 additions and 1769 deletions
  1. 1 0
      .gitignore
  2. 7 0
      .idea/.idea.VR Cycling/.idea/indexLayout.xml
  3. 2 0
      .idea/.idea.VR Cycling/.idea/riderModule.iml
  4. 13 0
      .idea/.idea.VRCycling/.idea/.gitignore
  5. 6 0
      .idea/.idea.VRCycling/.idea/vcs.xml
  6. 3 6
      Assembly-CSharp-Editor.csproj
  7. 3 6
      Assembly-CSharp.csproj
  8. 6 15
      Assets/AdvancedAnt/Plugins/Android/AntUnity.jar.meta
  9. 110 106
      Assets/Editor/DeleteDuplicatedObjectsEditorWindow.cs
  10. 375 371
      Assets/Editor/MaterialAnalyzer.cs
  11. 5 2
      Assets/Editor/RouteEditor.cs
  12. 4 3
      Assets/Materials/3dArrowMaterial.mat
  13. 0 96
      Assets/Materials/BokehMaterial.mat
  14. 0 8
      Assets/Materials/BokehMaterial.mat.meta
  15. 0 91
      Assets/Materials/Chain.mat
  16. 0 8
      Assets/Materials/Chain.mat.meta
  17. 0 91
      Assets/Materials/CoinMaterial.mat
  18. 0 8
      Assets/Materials/CoinMaterial.mat.meta
  19. 0 91
      Assets/Materials/Floor_Default.mat
  20. 0 8
      Assets/Materials/Floor_Default.mat.meta
  21. 4 3
      Assets/Materials/PavementColor.mat
  22. 0 91
      Assets/Materials/Plastic_Black.mat
  23. 0 8
      Assets/Materials/Plastic_Black.mat.meta
  24. 2 2
      Assets/Materials/Vignette.mat
  25. 1 1
      Assets/Materials/ViveTrackerMaterial.mat
  26. 0 91
      Assets/Materials/_kybox_Mat.mat
  27. 0 8
      Assets/Materials/_kybox_Mat.mat.meta
  28. 0 91
      Assets/Materials/stairrailgold.mat
  29. 0 8
      Assets/Materials/stairrailgold.mat.meta
  30. 2 1
      Assets/MeshCombiner/Materials/New Material.mat
  31. BIN
      Assets/Models/Streets/SM_Env_Road_02.fbx
  32. 101 0
      Assets/Models/Streets/SM_Env_Road_02.fbx.meta
  33. BIN
      Assets/Models/Streets/SM_Env_Road_03.fbx
  34. 101 0
      Assets/Models/Streets/SM_Env_Road_03.fbx.meta
  35. BIN
      Assets/Models/Streets/SM_Env_Road_Arrow_01.fbx
  36. 101 0
      Assets/Models/Streets/SM_Env_Road_Arrow_01.fbx.meta
  37. BIN
      Assets/Models/Streets/SM_Env_Road_Arrow_02.fbx
  38. 101 0
      Assets/Models/Streets/SM_Env_Road_Arrow_02.fbx.meta
  39. BIN
      Assets/Models/Streets/SM_Env_Road_Bare_01.fbx
  40. 101 0
      Assets/Models/Streets/SM_Env_Road_Bare_01.fbx.meta
  41. BIN
      Assets/Models/Streets/SM_Env_Road_Crossing_01.fbx
  42. 101 0
      Assets/Models/Streets/SM_Env_Road_Crossing_01.fbx.meta
  43. BIN
      Assets/Models/Streets/SM_Env_Road_Curve_01.fbx
  44. BIN
      Assets/Models/Streets/SM_Env_Road_Curve_02.fbx
  45. BIN
      Assets/Models/Streets/SM_Env_Road_Lines_01.fbx
  46. 101 0
      Assets/Models/Streets/SM_Env_Road_Lines_01.fbx.meta
  47. BIN
      Assets/Models/Streets/SM_Env_Road_Lines_02.fbx
  48. 101 0
      Assets/Models/Streets/SM_Env_Road_Lines_02.fbx.meta
  49. BIN
      Assets/Models/Streets/SM_Env_Road_ParkingLines_01.fbx
  50. 101 0
      Assets/Models/Streets/SM_Env_Road_ParkingLines_01.fbx.meta
  51. 8 0
      Assets/Models/Streets/incrementalSave.meta
  52. 8 0
      Assets/Models/Streets/incrementalSave/SM_Env_Road_01.fbx.meta
  53. 469 0
      Assets/Models/Streets/incrementalSave/SM_Env_Road_01.fbx/SM_Env_Road_01.0001.fbx
  54. 101 0
      Assets/Models/Streets/incrementalSave/SM_Env_Road_01.fbx/SM_Env_Road_01.0001.fbx.meta
  55. 4 6
      Assets/Plotting/.idea/workspace.xml
  56. 1 1
      Assets/Plotting/main.py
  57. 6 5
      Assets/PolygonCity/Materials/Billboard_Mat.mat
  58. 2 2
      Assets/PolygonCity/Materials/PolygonCity_Glass_Mat.mat
  59. 0 114
      Assets/PolygonCity/Materials/PolygonCity_Glass_Veh_Mat.mat
  60. 0 8
      Assets/PolygonCity/Materials/PolygonCity_Glass_Veh_Mat.mat.meta
  61. 6 6
      Assets/PolygonCity/Materials/PolygonCity_Mat_01_A.mat
  62. 4 4
      Assets/PolygonCity/Materials/PolygonCity_Mat_01_B.mat
  63. 4 4
      Assets/PolygonCity/Materials/PolygonCity_Mat_01_C.mat
  64. 6 6
      Assets/PolygonCity/Materials/PolygonCity_Mat_02_A.mat
  65. 4 4
      Assets/PolygonCity/Materials/PolygonCity_Mat_02_B.mat
  66. 4 4
      Assets/PolygonCity/Materials/PolygonCity_Mat_02_C.mat
  67. 4 4
      Assets/PolygonCity/Materials/PolygonCity_Mat_03_A.mat
  68. 4 4
      Assets/PolygonCity/Materials/PolygonCity_Mat_03_B.mat
  69. 4 4
      Assets/PolygonCity/Materials/PolygonCity_Mat_03_C.mat
  70. 6 6
      Assets/PolygonCity/Materials/PolygonCity_Mat_04_A.mat
  71. 4 4
      Assets/PolygonCity/Materials/PolygonCity_Mat_04_B.mat
  72. 4 4
      Assets/PolygonCity/Materials/PolygonCity_Mat_04_C.mat
  73. 3 2
      Assets/PolygonCity/Materials/PolygonCity_Mat_Road_01.mat
  74. 0 113
      Assets/PolygonCity/Materials/PolygonCity_Mat_Road_02.mat
  75. 0 8
      Assets/PolygonCity/Materials/PolygonCity_Mat_Road_02.mat.meta
  76. 0 113
      Assets/PolygonCity/Materials/PolygonCity_Mat_Road_03.mat
  77. 0 8
      Assets/PolygonCity/Materials/PolygonCity_Mat_Road_03.mat.meta
  78. 0 113
      Assets/PolygonCity/Materials/PolygonCity_Mat_Road_04.mat
  79. 0 8
      Assets/PolygonCity/Materials/PolygonCity_Mat_Road_04.mat.meta
  80. 8 0
      Assets/PolygonCity/Prefabs/Roads.meta
  81. 8 0
      Assets/PolygonCity/Prefabs/Roads/Old.meta
  82. 0 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_01 1.prefab
  83. 8 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_01 1.prefab.meta
  84. 0 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_02 1.prefab
  85. 8 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_02 1.prefab.meta
  86. 0 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_03 1.prefab
  87. 8 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_03 1.prefab.meta
  88. 0 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Arrow_01 1.prefab
  89. 8 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Arrow_01 1.prefab.meta
  90. 0 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Arrow_02 1.prefab
  91. 8 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Arrow_02 1.prefab.meta
  92. 0 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Bare_01 1.prefab
  93. 8 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Bare_01 1.prefab.meta
  94. 0 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Crossing_01 1.prefab
  95. 8 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Crossing_01 1.prefab.meta
  96. 0 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Lines_01 1.prefab
  97. 8 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Lines_01 1.prefab.meta
  98. 0 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Lines_02 1.prefab
  99. 8 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Lines_02 1.prefab.meta
  100. 0 0
      Assets/PolygonCity/Prefabs/Roads/Old/SM_Env_Road_Median_01 1.prefab

+ 1 - 0
.gitignore

@@ -61,3 +61,4 @@ crashlytics-build.properties
 /External/
 /Assets/Plotting/plots/
 /Assets/Logs/
+/Assets/SuperCombiner/

+ 7 - 0
.idea/.idea.VR Cycling/.idea/indexLayout.xml

@@ -4,6 +4,7 @@
     <attachedFolders />
     <explicitIncludes>
       <Path>Library/PackageCache/com.autodesk.fbx@3.1.0-preview.2</Path>
+      <Path>Library/PackageCache/com.unity.burst@1.4.1</Path>
       <Path>Library/PackageCache/com.unity.collab-proxy@1.3.9</Path>
       <Path>Library/PackageCache/com.unity.ext.nunit@1.0.6</Path>
       <Path>Library/PackageCache/com.unity.formats.fbx@3.2.1-preview.2</Path>
@@ -11,12 +12,14 @@
       <Path>Library/PackageCache/com.unity.ide.visualstudio@2.0.3</Path>
       <Path>Library/PackageCache/com.unity.ide.vscode@1.2.3</Path>
       <Path>Library/PackageCache/com.unity.inputsystem@1.0.1</Path>
+      <Path>Library/PackageCache/com.unity.nuget.newtonsoft-json@2.0.0-preview</Path>
       <Path>Library/PackageCache/com.unity.recorder@2.2.0-preview.4</Path>
       <Path>Library/PackageCache/com.unity.render-pipelines.core@8.2.0</Path>
       <Path>Library/PackageCache/com.unity.render-pipelines.universal@8.2.0</Path>
       <Path>Library/PackageCache/com.unity.searcher@4.0.9</Path>
       <Path>Library/PackageCache/com.unity.shadergraph@8.2.0</Path>
       <Path>Library/PackageCache/com.unity.subsystemregistration@1.0.6</Path>
+      <Path>Library/PackageCache/com.unity.test-framework.performance@2.3.1-preview</Path>
       <Path>Library/PackageCache/com.unity.test-framework@1.1.22</Path>
       <Path>Library/PackageCache/com.unity.textmeshpro@3.0.1</Path>
       <Path>Library/PackageCache/com.unity.timeline@1.2.16</Path>
@@ -25,15 +28,19 @@
       <Path>Library/PackageCache/com.valvesoftware.unity.openvr@ecdf2388462c-1610414760000</Path>
       <Path>Packages</Path>
       <Path>ProjectSettings</Path>
+      <Path>F:/Unity Projects/Unity.Mathematics/src</Path>
+      <Path>F:/Unity Projects/com.unity.collections@0.15.0-preview.21</Path>
     </explicitIncludes>
     <explicitExcludes>
       <Path>.git</Path>
       <Path>.idea</Path>
+      <Path>.vs</Path>
       <Path>Docu</Path>
       <Path>External</Path>
       <Path>Integrations</Path>
       <Path>Library</Path>
       <Path>Logs</Path>
+      <Path>Temp</Path>
       <Path>UserSettings</Path>
       <Path>obj</Path>
       <Path>out</Path>

+ 2 - 0
.idea/.idea.VR Cycling/.idea/riderModule.iml

@@ -2,6 +2,8 @@
 <module version="4">
   <component name="NewModuleRootManager">
     <content url="file://$MODULE_DIR$/../.." />
+    <content url="file://F:/Unity Projects/Unity.Mathematics/src" />
+    <content url="file://F:/Unity Projects/com.unity.collections@0.15.0-preview.21" />
     <orderEntry type="sourceFolder" forTests="false" />
   </component>
 </module>

+ 13 - 0
.idea/.idea.VRCycling/.idea/.gitignore

@@ -0,0 +1,13 @@
+# Default ignored files
+/shelf/
+/workspace.xml
+# Rider ignored files
+/modules.xml
+/contentModel.xml
+/projectSettingsUpdater.xml
+/.idea.VRCycling.iml
+# Datasource local storage ignored files
+/dataSources/
+/dataSources.local.xml
+# Editor-based HTTP Client requests
+/httpRequests/

+ 6 - 0
.idea/.idea.VRCycling/.idea/vcs.xml

@@ -0,0 +1,6 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="VcsDirectoryMappings">
+    <mapping directory="$PROJECT_DIR$" vcs="Git" />
+  </component>
+</project>

File diff suppressed because it is too large
+ 3 - 6
Assembly-CSharp-Editor.csproj


File diff suppressed because it is too large
+ 3 - 6
Assembly-CSharp.csproj


+ 6 - 15
Assets/AdvancedAnt/Plugins/Android/AntUnity.jar.meta

@@ -1,29 +1,20 @@
 fileFormatVersion: 2
 guid: f20b44c806c98d14db80cd9f1bd77ba1
+timeCreated: 1475250802
+licenseType: Store
 PluginImporter:
-  externalObjects: {}
-  serializedVersion: 2
+  serializedVersion: 1
   iconMap: {}
   executionOrder: {}
-  defineConstraints: []
   isPreloaded: 0
-  isOverridable: 0
-  isExplicitlyReferenced: 0
-  validateReferences: 1
   platformData:
-  - first:
-      Android: Android
-    second:
+    Android:
       enabled: 1
       settings: {}
-  - first:
-      Any: 
-    second:
+    Any:
       enabled: 0
       settings: {}
-  - first:
-      Editor: Editor
-    second:
+    Editor:
       enabled: 0
       settings:
         DefaultValueInitialized: true

+ 110 - 106
Assets/Editor/DeleteDuplicatedObjectsEditorWindow.cs

@@ -3,156 +3,160 @@ using System.Linq;
 using UnityEditor;
 using UnityEngine;
 
-namespace Editor
+
+public class DeleteDuplicatedObjectsEditorWindow : EditorWindow
 {
-    public class DeleteDuplicatedObjectsEditorWindow : EditorWindow
-    {
-        private int deleted;
-        private int skipped;
-        private int overallObjects;
+    private int deleted;
+    private int skipped;
+    private int overallObjects;
+
 
+    [MenuItem("Window/Delete Duplicates")]
+    private static void ShowWindow()
+    {
+        var window = GetWindow<DeleteDuplicatedObjectsEditorWindow>();
+        window.titleContent = new GUIContent("Delete Duplicates");
+        window.Show();
+    }
 
-        [MenuItem("Window/Delete Duplicates")]
-        private static void ShowWindow()
+    private void OnGUI()
+    {
+        if (GUILayout.Button("Delete Duplicates"))
         {
-            var window = GetWindow<DeleteDuplicatedObjectsEditorWindow>();
-            window.titleContent = new GUIContent("Delete Duplicates");
-            window.Show();
+            OnDeleteDuplicates();
         }
 
-        private void OnGUI()
+        if (GUILayout.Button("Delete Everything"))
         {
-            if (GUILayout.Button("Delete Duplicates"))
-            {
-                OnDeleteDuplicates();
-            }
-            
-            if (GUILayout.Button("Delete Everything"))
-            {
-                OnDeleteEverything();
-            }
+            OnDeleteEverything();
+        }
+
+        GUILayout.Label($"Total number objects {overallObjects}");
+        GUILayout.Label($"Deleted items: {deleted}");
+        GUILayout.Label($"Skipped items: {skipped}");
+        //TODO: maybe show ref to skipped items
+    }
 
-            GUILayout.Label($"Total number objects {overallObjects}");
-            GUILayout.Label($"Deleted items: {deleted}");
-            GUILayout.Label($"Skipped items: {skipped}");
-            //TODO: maybe show ref to skipped items
+    private void OnDeleteEverything()
+    {
+        var objects = FindObjectsOfType<MeshRenderer>();
+        foreach (var meshRenderer in objects)
+        {
+            if (meshRenderer == null) continue;
+            var prefab = PrefabUtility.GetOutermostPrefabInstanceRoot(meshRenderer.gameObject);
+            DestroyImmediate(prefab != null ? prefab : meshRenderer.gameObject);
         }
+    }
 
-        private void OnDeleteEverything()
+    private void OnDeleteDuplicates()
+    {
+        skipped = 0;
+        deleted = 0;
+        List<GameObject> toDelete = new List<GameObject>();
+
+        var objects = FindObjectsOfType<MeshRenderer>();
+        var objectsAtPos = new Dictionary<Vector3, List<GameObject>>();
+        overallObjects = objects.Length;
+        Debug.Log($"Found {overallObjects} GameObjects");
+        foreach (var o in objects)
         {
-            var objects = FindObjectsOfType<MeshRenderer>();
-            foreach (var meshRenderer in objects)
+            var pos = o.transform.position;
+            if (!objectsAtPos.ContainsKey(pos))
             {
-                if (meshRenderer == null) continue;
-                var prefab = PrefabUtility.GetOutermostPrefabInstanceRoot(meshRenderer.gameObject);
-                DestroyImmediate(prefab != null ? prefab : meshRenderer.gameObject);
+                var l = new List<GameObject> {o.gameObject};
+                objectsAtPos[pos] = l;
+            }
+            else
+            {
+                objectsAtPos[pos].Add(o.gameObject);
             }
         }
 
-        private void OnDeleteDuplicates()
+        Debug.Log($"Done sorting");
+
+        var objs = objectsAtPos.Values.Where(l => l.Count > 1);
+        var enumerable = objs as List<GameObject>[] ?? objs.ToArray();
+        Debug.LogWarning($"{enumerable.Count()} gameobjects at exact same position");
+        Debug.Log("Deleting objects..");
+
+        foreach (var o in enumerable)
         {
-            skipped = 0;
-            deleted = 0;
-            List<GameObject> toDelete = new List<GameObject>();
-
-            var objects = FindObjectsOfType<MeshRenderer>();
-            var objectsAtPos = new Dictionary<Vector3, List<GameObject>>();
-            overallObjects = objects.Length;
-            Debug.Log($"Found {overallObjects} GameObjects");
-            foreach (var o in objects)
+            var rMap = new Dictionary<Quaternion, List<GameObject>>();
+            foreach (var d in o)
             {
-                var pos = o.transform.position;
-                if (!objectsAtPos.ContainsKey(pos))
+                if (d == null) continue;
+                var rot = d.transform.rotation;
+                if (rMap.ContainsKey(rot))
                 {
-                    var l = new List<GameObject> {o.gameObject};
-                    objectsAtPos[pos] = l;
+                    rMap[rot].Add(d);
                 }
                 else
                 {
-                    objectsAtPos[pos].Add(o.gameObject);
+                    rMap[rot] = new List<GameObject> {d};
                 }
-            }
-
-            Debug.Log($"Done sorting");
 
-            var objs = objectsAtPos.Values.Where(l => l.Count > 1);
-            var enumerable = objs as List<GameObject>[] ?? objs.ToArray();
-            Debug.LogWarning($"{enumerable.Count()} gameobjects at exact same position");
-            Debug.Log("Deleting objects..");
+                //Destroy(d);
+            }
 
-            foreach (var o in enumerable)
+            var samePosAndRot = rMap.Values.Max(v => v.Count);
+            Debug.Log($"max same pos and rot = {samePosAndRot}");
+            if (samePosAndRot < 2) continue;
+            var resultsWithMax = rMap.Values.Where(l => l.Count == samePosAndRot);
+            foreach (var r in resultsWithMax)
             {
-                var rMap = new Dictionary<Quaternion, List<GameObject>>();
-                foreach (var d in o)
+                Debug.Log($"Names: {string.Join(",", r.Select(x => x.name))}");
+                if (r.Aggregate((result, item) =>
                 {
-                    if(d == null) continue;
-                    var rot = d.transform.rotation;
-                    if (rMap.ContainsKey(rot))
-                    {
-                        rMap[rot].Add(d);
-                    }
+                    if (result == null) return null;
                     else
                     {
-                        rMap[rot] = new List<GameObject> {d};
+                        var rIndex = result.name.IndexOf('(');
+                        var iIndex = item.name.IndexOf('(');
+                        var rBase = rIndex > 0 ? result.name.Substring(0, rIndex) : result.name;
+                        var iBase = iIndex > 0 ? item.name.Substring(0, iIndex) : item.name;
+                        return rBase.Equals(iBase) ? item : null;
                     }
-
-                    //Destroy(d);
-                }
-
-                var samePosAndRot = rMap.Values.Max(v => v.Count);
-                Debug.Log($"max same pos and rot = {samePosAndRot}");
-                if (samePosAndRot < 2) continue;
-                var resultsWithMax = rMap.Values.Where(l => l.Count == samePosAndRot);
-                foreach (var r in resultsWithMax)
+                }) != null)
                 {
-                    Debug.Log($"Names: {string.Join(",", r.Select(x => x.name))}");
-                    if (r.Aggregate((result, item) =>
-                    {
-                        if (result == null) return null;
-                        else return result.name.Equals(item.name) ? item : null;
-                    }) != null)
+                    for (var index = 1; index < r.Count; index++)
                     {
-                        for (var index = 1; index < r.Count; index++)
+                        var gameObject1 = r[index];
+                        if (gameObject1.transform.childCount == 0)
                         {
-                            var gameObject1 = r[index];
-                            if (gameObject1.transform.childCount == 0)
+                            var prefabParent = PrefabUtility.GetOutermostPrefabInstanceRoot(gameObject1);
+                            if (prefabParent != null)
                             {
-                                var prefabParent = PrefabUtility.GetOutermostPrefabInstanceRoot(gameObject1);
-                                if (prefabParent != null)
-                                {
-                                    Debug.LogWarning($"Destroyed prefab {prefabParent.name}!");
-                                    //DestroyImmediate(prefabParent);
-                                    toDelete.Add(prefabParent);
-                                }
-                                else
-                                {
-                                    toDelete.Add(gameObject1);
-                                    //DestroyImmediate(gameObject1);
-                                }
+                                Debug.LogWarning($"Destroyed prefab {prefabParent.name}!");
+                                //DestroyImmediate(prefabParent);
+                                toDelete.Add(prefabParent);
                             }
                             else
                             {
-                                Debug.LogError($"Did not destroy {gameObject1.name}");
-                                skipped++;
+                                toDelete.Add(gameObject1);
+                                //DestroyImmediate(gameObject1);
                             }
-
-                            deleted++;
                         }
+                        else
+                        {
+                            Debug.LogError($"Did not destroy {gameObject1.name}");
+                            skipped++;
+                        }
+
+                        deleted++;
                     }
                 }
             }
+        }
 
-            foreach (var d in toDelete)
+        foreach (var d in toDelete)
+        {
+            if (d != null)
             {
-                if (d != null)
-                {
-                    DestroyImmediate(d);
-                }
-                
+                DestroyImmediate(d);
             }
-
-            Debug.LogWarning($"Deleted {deleted} items!");
-            Debug.LogWarning($"Skipped {skipped} items!");
         }
+
+        Debug.LogWarning($"Deleted {deleted} items!");
+        Debug.LogWarning($"Skipped {skipped} items!");
     }
 }

+ 375 - 371
Assets/Editor/MaterialAnalyzer.cs

@@ -5,376 +5,380 @@ using System.Text;
 using UnityEditor;
 using UnityEngine;
 
-namespace Editor
+/// ---------------------------------------------------------------------------
+/// <summary>
+/// Analyzes the currently selected gameobjects in scene recursively and lists all materials in an EditorWindow.
+/// The list allows to (mutli)select materials which automatically selects the scene game objects which use it.
+/// Additionally every list item provides a button to jump to the material asset in project window.
+/// </summary>
+/// ---------------------------------------------------------------------------
+public class MaterialAnalyzer : EditorWindow
 {
-	/// ---------------------------------------------------------------------------
-	/// <summary>
-	/// Analyzes the currently selected gameobjects in scene recursively and lists all materials in an EditorWindow.
-	/// The list allows to (mutli)select materials which automatically selects the scene game objects which use it.
-	/// Additionally every list item provides a button to jump to the material asset in project window.
-	/// </summary>
-	/// ---------------------------------------------------------------------------
-	public class MaterialAnalyzer : EditorWindow
-	{
-		/// PRIVATE ===============================================================
- 
-		private static GUIStyle mListStyle;
-		private static GUIStyle mItemStyle;
-		private static GUIStyle mItemSelectedStyle;
-		private Texture2D mListBackgroundTex;
-		private Texture2D mItemBackgroundTex;
-		private Texture2D mItemSelectedBackgroundTex;
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Defines a single list item encapsulating a set of game objects and a selection state.
-		/// </summary>
-		/// -----------------------------------------------------------------------
-		private class ListItem
-		{
-			public ListItem( bool selected = false )
-			{
-				this.Selected = selected;
-			}
- 
-			public HashSet<GameObject> GameObjects = new HashSet<GameObject>();
-			public bool Selected;
-		};
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Material comparer calls the material name comparer.
-		/// </summary>
-		/// -----------------------------------------------------------------------
-		private class MaterialComp : IComparer<Material>
-		{
-			public int Compare( Material x, Material y )
-			{
-				return x.name.CompareTo( y.name );
-			}
-		}
-		/// <summary>
-		/// Stores list items by material instance.
-		/// </summary>
-		private SortedDictionary<Material, ListItem> mSelectionMaterials = new SortedDictionary<Material, ListItem>( new MaterialComp() );
- 
-		/// <summary>
-		/// The current scroll position.
-		/// </summary>
-		private Vector2 mScrollPosition;
- 
-		/// <summary>
-		/// A text dump of the material hierarchy.
-		/// </summary>
-		private string mMaterialHierarchyDump = string.Empty;
- 
-		/// METHODS ===============================================================
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Adds menu named "Analyze Scene" to the "Debug" menu which creates and initializes a new instance of this class.
-		/// </summary>
-		/// -----------------------------------------------------------------------
-		[MenuItem("Custom/Analyze Materials")]
-		public static void Init()
-		{
-			MaterialAnalyzer win = EditorWindow.GetWindow( typeof(MaterialAnalyzer) ) as MaterialAnalyzer;
-			win.init();
-			win.Show();
-		}
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Draws the GUI window.
-		/// </summary>
-		/// -----------------------------------------------------------------------
-		private void OnGUI()
-		{
-			GUILayout.BeginVertical();
-			if( GUILayout.Button( "Analyze Selection" ) )
-				analyzeSelection();
-			if( GUILayout.Button( "Dump Hierarchy" ) )
-				dumpMaterialHierarchy();
-			if( GUILayout.Button( "Dump List" ) )
-				dumpMaterialList();
-			GUILayout.EndVertical();
- 
-			GUILayout.Label( "Materials: " + mSelectionMaterials.Count.ToString(), EditorStyles.boldLabel );
- 
-			mScrollPosition = GUILayout.BeginScrollView( mScrollPosition, false, true, GUI.skin.horizontalScrollbar, GUI.skin.verticalScrollbar, mListStyle, GUILayout.MinWidth( 400 ), GUILayout.MaxWidth( 1000 ), GUILayout.MaxHeight( 1000 ) );
-			foreach( KeyValuePair<Material, ListItem> item in mSelectionMaterials )
-			{
-				GUILayout.BeginHorizontal();
- 
-				// select the material asset in project hierarchy
-				if( GUILayout.Button( "<", EditorStyles.miniButton, GUILayout.Width( 20 ) ) )
-				{
-					// unselect all selected and select the material instance in project
-					foreach( ListItem listItem in mSelectionMaterials.Values )
-						listItem.Selected = false;
- 
-					Selection.activeObject = item.Key;
-				}
-				if( GUILayout.Button( item.Key.name, item.Value.Selected ? mItemSelectedStyle : mItemStyle, GUILayout.MinWidth( 200 ) ) )
-					processListItemClick( item.Value );
- 
-				if( GUILayout.Button( item.Key.shader != null ? item.Key.shader.name : " <MISSING>", item.Value.Selected ? mItemSelectedStyle : mItemStyle, GUILayout.Width( 300 ) ) )
-					processListItemClick( item.Value );
- 
-				GUILayout.EndHorizontal();
-			}
- 
-			GUILayout.EndScrollView();
-		}
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Processes the list item click.
-		/// </summary>
-		/// <param name='itemClicked'>
-		/// The item clicked.
-		/// </param>
-		/// -----------------------------------------------------------------------
-		private void processListItemClick( ListItem itemClicked )
-		{
-			Event e = Event.current;
- 
-			// if shift/control is pressed just add this element
-			if( e.control )
-			{
-				itemClicked.Selected = !itemClicked.Selected;
-				updateSceneSelection();
-			}
-			else
-			{
-				// unselect all selected and select this
-				foreach( ListItem listItem in mSelectionMaterials.Values )
-					listItem.Selected = false;
- 
-				itemClicked.Selected = true;
-				updateSceneSelection();
-			}
-		}
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Starts recursive analyze process iterating through every selected GameObject.
-		/// </summary>
-		/// -----------------------------------------------------------------------
-		private void analyzeSelection()
-		{
-			mSelectionMaterials.Clear();
- 
-			if( Selection.transforms.Length == 0 )
-			{
-				Debug.LogError( "Please select the object(s) you wish to analyze." );
-				return;
-			}
- 
-			StringBuilder dump = new StringBuilder();
-			foreach( Transform transform in Selection.transforms )
-				analyzeGameObject( transform.gameObject, dump, "" );
- 
-			mMaterialHierarchyDump = dump.ToString();
-		}
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Analyzes the given game object.
-		/// </summary>
-		/// <param name='gameObject'>
-		/// The game object to analyze.
-		/// </param>
-		/// -----------------------------------------------------------------------
-		private void analyzeGameObject( GameObject gameObject, StringBuilder dump, string indent )
-		{
-			dump.Append( indent + gameObject.name + "\n" );
- 
-			foreach( Component component in gameObject.GetComponents<Component>() )
-				analyzeComponent( component, dump, indent + "    " );
- 
-			foreach( Transform child in gameObject.transform )
-				analyzeGameObject( child.gameObject, dump, indent + "    " );
-		}
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Analyzes the given component.
-		/// </summary>
-		/// <param name='component'>
-		/// The component to analyze.
-		/// </param>
-		/// -----------------------------------------------------------------------
-		private void analyzeComponent( Component component, StringBuilder dump, string indent )
-		{
-			// early out if component is missing
-			if( component == null )
-				return;
- 
-			List<Material> materials = new List<Material>();
-			switch( component.GetType().ToString() )
-			{
-				case "UnityEngine.MeshRenderer":
-				{
-					MeshRenderer mr = component as MeshRenderer;
-					foreach( Material mat in mr.sharedMaterials )
-						materials.Add( mat );
-				}
-					break;
-				default:
-					break;
-			}
- 
-			bool materialMissing = false;
-			foreach( Material mat in materials )
-			{
-				if( mat == null )
-				{
-					materialMissing = true;
-					dump.Append( indent + "> MISSING\n" );
-				}
-				else
-				{
-					ListItem item;
-					mSelectionMaterials.TryGetValue( mat, out item );
-					if( item == null )
-					{
-						item = new ListItem();
-						mSelectionMaterials.Add( mat, item );
-					}
-					item.GameObjects.Add( component.gameObject );
- 
-					string matName = mat.shader != null ?
-						mat.name + " <" + mat.shader.name + ">" :
-						mat.name + " <MISSING>";
-					dump.Append( indent + "> " + matName + "\n" );
-				}
-			}
- 
-			if( materialMissing )
-				Debug.LogWarning( "Material(s) missing in game object '" + component.gameObject + "'!" );
-		}
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Dumps the current selection hierarchy to a file.
-		/// </summary>
-		/// -----------------------------------------------------------------------
-		private void dumpMaterialHierarchy()
-		{
-			if( mMaterialHierarchyDump == string.Empty )
-			{
-				Debug.LogError( "There is nothing to dump yet." );
-				return;
-			}
- 
-			string path = EditorUtility.SaveFilePanel( "Hierarchy Dump File", "", "material_hierarchy.txt", "txt" );
-			File.WriteAllText( path, mMaterialHierarchyDump );
-		}
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Dumps the current list of materials.
-		/// </summary>
-		/// -----------------------------------------------------------------------
-		private void dumpMaterialList()
-		{
-			if( mSelectionMaterials.Count == 0 )
-			{
-				Debug.LogError( "The material list is empty. Dump aborted." );
-				return;
-			}
- 
-			// create string from current list
-			StringBuilder materialItems = new StringBuilder();
-			materialItems.Append( String.Format( "{0,-40}", "Material" ) ).Append( " | " );
-			materialItems.Append( String.Format( "{0,-60}", "Shader" ) ).Append( " | " );
-			materialItems.Append( String.Format( "{0,-9}", "Occurence" ) + " | " );
-			materialItems.Append( "GameObject List\n" );
-			materialItems.Append( "----------------------------------------------------------------------------" +
-			                      "----------------------------------------------------------------------------\n" );
- 
-			foreach( KeyValuePair<Material, ListItem> item in mSelectionMaterials )
-			{
-				materialItems.Append( String.Format( "{0,-40}", item.Key.name ) ).Append( " | " );
-				materialItems.Append( String.Format( "{0,-60}", item.Key.shader != null ? item.Key.shader.name : " MISSING" ) ).Append( " | " );
-				materialItems.Append( String.Format( "{0,-9}", "   " + item.Value.GameObjects.Count.ToString() ) + " | " );
- 
-				foreach( GameObject go in item.Value.GameObjects )
-					materialItems.Append( " " + go.name + " |" );
- 
-				materialItems.Append( "\n" );
-			}
- 
-			string path = EditorUtility.SaveFilePanel( "Material Dump File", "", "material_list.txt", "txt" );
-			File.WriteAllText( path, materialItems.ToString() );
-		}
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Selects the game objects in scene stored in all selected list items.
-		/// </summary>
-		/// -----------------------------------------------------------------------
-		private void updateSceneSelection()
-		{
-			HashSet<UnityEngine.Object> sceneObjectsToSelect = new HashSet<UnityEngine.Object>();
-			foreach( ListItem item in mSelectionMaterials.Values )
-				if( item.Selected )
-					foreach( GameObject go in item.GameObjects )
-						sceneObjectsToSelect.Add( go );
- 
-			UnityEngine.Object[] array = new UnityEngine.Object[sceneObjectsToSelect.Count];
-			sceneObjectsToSelect.CopyTo( array );
-			Selection.objects = array;
-		}
- 
-		/// -----------------------------------------------------------------------
-		/// <summary>
-		/// Initializes GUI styles and textures used.
-		/// </summary>
-		/// -----------------------------------------------------------------------
-		private void init()
-		{
-			// list background
-			mListBackgroundTex = new Texture2D( 1, 1 );
-			mListBackgroundTex.SetPixel( 0, 0, new Color( 0.6f, 0.6f, 0.6f ) );
-			mListBackgroundTex.Apply();
-			mListBackgroundTex.wrapMode = TextureWrapMode.Repeat;
- 
-			// list style
-			mListStyle = new GUIStyle();
-			mListStyle.normal.background = mListBackgroundTex;
-			mListStyle.margin = new RectOffset( 4, 4, 4, 4 );
-			mListStyle.border = new RectOffset( 1, 1, 1, 1 );
- 
-			// item background
-			mItemBackgroundTex = new Texture2D( 1, 1 );
-			Color wBGColor = new Color( 0.0f, 0.0f, 0.0f );
-			string wBGColorData = EditorPrefs.GetString( "Windows/Background" );
-			string[] wBGColorArray = wBGColorData.Split( ';' );
-			if( wBGColorArray.Length == 5 )
-				wBGColor = new Color( float.Parse( wBGColorArray[1] ), float.Parse( wBGColorArray[2] ), float.Parse( wBGColorArray[3] ) );
-			else
-				Debug.LogError( "Invalid window color in EditorPref found." + wBGColorArray.Length );
-			mItemBackgroundTex.SetPixel( 0, 0, wBGColor );
-			mItemBackgroundTex.Apply();
-			mItemBackgroundTex.wrapMode = TextureWrapMode.Repeat;
- 
-			// item selected background
-			mItemSelectedBackgroundTex = new Texture2D( 1, 1 );
-			mItemSelectedBackgroundTex.SetPixel( 0, 0, new Color( 0.239f, 0.376f, 0.568f ) );
-			mItemSelectedBackgroundTex.Apply();
-			mItemSelectedBackgroundTex.wrapMode = TextureWrapMode.Repeat;
- 
-			// item style
-			mItemStyle = new GUIStyle( EditorStyles.textField );
-			mItemStyle.normal.background = mItemBackgroundTex;
-			mItemStyle.hover.textColor = Color.cyan;
-			mItemStyle.padding = new RectOffset( 2, 2, 2, 2 );
-			mItemStyle.margin = new RectOffset( 1, 2, 1, 1 );
-			mItemSelectedStyle = new GUIStyle( mItemStyle );
-			mItemSelectedStyle.normal.background = mItemSelectedBackgroundTex;
-			mItemSelectedStyle.normal.textColor = Color.white;
-		}
-	}
+    /// PRIVATE ===============================================================
+    private static GUIStyle mListStyle;
+
+    private static GUIStyle mItemStyle;
+    private static GUIStyle mItemSelectedStyle;
+    private Texture2D mListBackgroundTex;
+    private Texture2D mItemBackgroundTex;
+    private Texture2D mItemSelectedBackgroundTex;
+
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Defines a single list item encapsulating a set of game objects and a selection state.
+    /// </summary>
+    /// -----------------------------------------------------------------------
+    private class ListItem
+    {
+        public ListItem(bool selected = false)
+        {
+            this.Selected = selected;
+        }
+
+        public HashSet<GameObject> GameObjects = new HashSet<GameObject>();
+        public bool Selected;
+    };
+
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Material comparer calls the material name comparer.
+    /// </summary>
+    /// -----------------------------------------------------------------------
+    private class MaterialComp : IComparer<Material>
+    {
+        public int Compare(Material x, Material y)
+        {
+            return x.name.CompareTo(y.name);
+        }
+    }
+
+    /// <summary>
+    /// Stores list items by material instance.
+    /// </summary>
+    private SortedDictionary<Material, ListItem> mSelectionMaterials =
+        new SortedDictionary<Material, ListItem>(new MaterialComp());
+
+    /// <summary>
+    /// The current scroll position.
+    /// </summary>
+    private Vector2 mScrollPosition;
+
+    /// <summary>
+    /// A text dump of the material hierarchy.
+    /// </summary>
+    private string mMaterialHierarchyDump = string.Empty;
+
+    /// METHODS ===============================================================
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Adds menu named "Analyze Scene" to the "Debug" menu which creates and initializes a new instance of this class.
+    /// </summary>
+    /// -----------------------------------------------------------------------
+    [MenuItem("Custom/Analyze Materials")]
+    public static void Init()
+    {
+        MaterialAnalyzer win = EditorWindow.GetWindow(typeof(MaterialAnalyzer)) as MaterialAnalyzer;
+        win.init();
+        win.Show();
+    }
+
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Draws the GUI window.
+    /// </summary>
+    /// -----------------------------------------------------------------------
+    private void OnGUI()
+    {
+        GUILayout.BeginVertical();
+        if (GUILayout.Button("Analyze Selection"))
+            analyzeSelection();
+        if (GUILayout.Button("Dump Hierarchy"))
+            dumpMaterialHierarchy();
+        if (GUILayout.Button("Dump List"))
+            dumpMaterialList();
+        GUILayout.EndVertical();
+
+        GUILayout.Label("Materials: " + mSelectionMaterials.Count.ToString(), EditorStyles.boldLabel);
+
+        mScrollPosition = GUILayout.BeginScrollView(mScrollPosition, false, true, GUI.skin.horizontalScrollbar,
+            GUI.skin.verticalScrollbar, mListStyle, GUILayout.MinWidth(400), GUILayout.MaxWidth(1000),
+            GUILayout.MaxHeight(1000));
+        foreach (KeyValuePair<Material, ListItem> item in mSelectionMaterials)
+        {
+            GUILayout.BeginHorizontal();
+
+            // select the material asset in project hierarchy
+            if (GUILayout.Button("<", EditorStyles.miniButton, GUILayout.Width(20)))
+            {
+                // unselect all selected and select the material instance in project
+                foreach (ListItem listItem in mSelectionMaterials.Values)
+                    listItem.Selected = false;
+
+                Selection.activeObject = item.Key;
+            }
+
+            if (GUILayout.Button(item.Key.name, item.Value.Selected ? mItemSelectedStyle : mItemStyle,
+                GUILayout.MinWidth(200)))
+                processListItemClick(item.Value);
+
+            if (GUILayout.Button(item.Key.shader != null ? item.Key.shader.name : " <MISSING>",
+                item.Value.Selected ? mItemSelectedStyle : mItemStyle, GUILayout.Width(300)))
+                processListItemClick(item.Value);
+
+            GUILayout.EndHorizontal();
+        }
+
+        GUILayout.EndScrollView();
+    }
+
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Processes the list item click.
+    /// </summary>
+    /// <param name='itemClicked'>
+    /// The item clicked.
+    /// </param>
+    /// -----------------------------------------------------------------------
+    private void processListItemClick(ListItem itemClicked)
+    {
+        Event e = Event.current;
+
+        // if shift/control is pressed just add this element
+        if (e.control)
+        {
+            itemClicked.Selected = !itemClicked.Selected;
+            updateSceneSelection();
+        }
+        else
+        {
+            // unselect all selected and select this
+            foreach (ListItem listItem in mSelectionMaterials.Values)
+                listItem.Selected = false;
+
+            itemClicked.Selected = true;
+            updateSceneSelection();
+        }
+    }
+
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Starts recursive analyze process iterating through every selected GameObject.
+    /// </summary>
+    /// -----------------------------------------------------------------------
+    private void analyzeSelection()
+    {
+        mSelectionMaterials.Clear();
+
+        if (Selection.transforms.Length == 0)
+        {
+            Debug.LogError("Please select the object(s) you wish to analyze.");
+            return;
+        }
+
+        StringBuilder dump = new StringBuilder();
+        foreach (Transform transform in Selection.transforms)
+            analyzeGameObject(transform.gameObject, dump, "");
+
+        mMaterialHierarchyDump = dump.ToString();
+    }
+
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Analyzes the given game object.
+    /// </summary>
+    /// <param name='gameObject'>
+    /// The game object to analyze.
+    /// </param>
+    /// -----------------------------------------------------------------------
+    private void analyzeGameObject(GameObject gameObject, StringBuilder dump, string indent)
+    {
+        dump.Append(indent + gameObject.name + "\n");
+
+        foreach (Component component in gameObject.GetComponents<Component>())
+            analyzeComponent(component, dump, indent + "    ");
+
+        foreach (Transform child in gameObject.transform)
+            analyzeGameObject(child.gameObject, dump, indent + "    ");
+    }
+
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Analyzes the given component.
+    /// </summary>
+    /// <param name='component'>
+    /// The component to analyze.
+    /// </param>
+    /// -----------------------------------------------------------------------
+    private void analyzeComponent(Component component, StringBuilder dump, string indent)
+    {
+        // early out if component is missing
+        if (component == null)
+            return;
+
+        List<Material> materials = new List<Material>();
+        switch (component.GetType().ToString())
+        {
+            case "UnityEngine.MeshRenderer":
+            {
+                MeshRenderer mr = component as MeshRenderer;
+                foreach (Material mat in mr.sharedMaterials)
+                    materials.Add(mat);
+            }
+                break;
+            default:
+                break;
+        }
+
+        bool materialMissing = false;
+        foreach (Material mat in materials)
+        {
+            if (mat == null)
+            {
+                materialMissing = true;
+                dump.Append(indent + "> MISSING\n");
+            }
+            else
+            {
+                ListItem item;
+                mSelectionMaterials.TryGetValue(mat, out item);
+                if (item == null)
+                {
+                    item = new ListItem();
+                    mSelectionMaterials.Add(mat, item);
+                }
+
+                item.GameObjects.Add(component.gameObject);
+
+                string matName = mat.shader != null ? mat.name + " <" + mat.shader.name + ">" : mat.name + " <MISSING>";
+                dump.Append(indent + "> " + matName + "\n");
+            }
+        }
+
+        if (materialMissing)
+            Debug.LogWarning("Material(s) missing in game object '" + component.gameObject + "'!");
+    }
+
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Dumps the current selection hierarchy to a file.
+    /// </summary>
+    /// -----------------------------------------------------------------------
+    private void dumpMaterialHierarchy()
+    {
+        if (mMaterialHierarchyDump == string.Empty)
+        {
+            Debug.LogError("There is nothing to dump yet.");
+            return;
+        }
+
+        string path = EditorUtility.SaveFilePanel("Hierarchy Dump File", "", "material_hierarchy.txt", "txt");
+        File.WriteAllText(path, mMaterialHierarchyDump);
+    }
+
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Dumps the current list of materials.
+    /// </summary>
+    /// -----------------------------------------------------------------------
+    private void dumpMaterialList()
+    {
+        if (mSelectionMaterials.Count == 0)
+        {
+            Debug.LogError("The material list is empty. Dump aborted.");
+            return;
+        }
+
+        // create string from current list
+        StringBuilder materialItems = new StringBuilder();
+        materialItems.Append(String.Format("{0,-40}", "Material")).Append(" | ");
+        materialItems.Append(String.Format("{0,-60}", "Shader")).Append(" | ");
+        materialItems.Append(String.Format("{0,-9}", "Occurence") + " | ");
+        materialItems.Append("GameObject List\n");
+        materialItems.Append("----------------------------------------------------------------------------" +
+                             "----------------------------------------------------------------------------\n");
+
+        foreach (KeyValuePair<Material, ListItem> item in mSelectionMaterials)
+        {
+            materialItems.Append(String.Format("{0,-40}", item.Key.name)).Append(" | ");
+            materialItems.Append(String.Format("{0,-60}", item.Key.shader != null ? item.Key.shader.name : " MISSING"))
+                .Append(" | ");
+            materialItems.Append(String.Format("{0,-9}", "   " + item.Value.GameObjects.Count.ToString()) + " | ");
+
+            foreach (GameObject go in item.Value.GameObjects)
+                materialItems.Append(" " + go.name + " |");
+
+            materialItems.Append("\n");
+        }
+
+        string path = EditorUtility.SaveFilePanel("Material Dump File", "", "material_list.txt", "txt");
+        File.WriteAllText(path, materialItems.ToString());
+    }
+
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Selects the game objects in scene stored in all selected list items.
+    /// </summary>
+    /// -----------------------------------------------------------------------
+    private void updateSceneSelection()
+    {
+        HashSet<UnityEngine.Object> sceneObjectsToSelect = new HashSet<UnityEngine.Object>();
+        foreach (ListItem item in mSelectionMaterials.Values)
+            if (item.Selected)
+                foreach (GameObject go in item.GameObjects)
+                    sceneObjectsToSelect.Add(go);
+
+        UnityEngine.Object[] array = new UnityEngine.Object[sceneObjectsToSelect.Count];
+        sceneObjectsToSelect.CopyTo(array);
+        Selection.objects = array;
+    }
+
+    /// -----------------------------------------------------------------------
+    /// <summary>
+    /// Initializes GUI styles and textures used.
+    /// </summary>
+    /// -----------------------------------------------------------------------
+    private void init()
+    {
+        // list background
+        mListBackgroundTex = new Texture2D(1, 1);
+        mListBackgroundTex.SetPixel(0, 0, new Color(0.6f, 0.6f, 0.6f));
+        mListBackgroundTex.Apply();
+        mListBackgroundTex.wrapMode = TextureWrapMode.Repeat;
+
+        // list style
+        mListStyle = new GUIStyle();
+        mListStyle.normal.background = mListBackgroundTex;
+        mListStyle.margin = new RectOffset(4, 4, 4, 4);
+        mListStyle.border = new RectOffset(1, 1, 1, 1);
+
+        // item background
+        mItemBackgroundTex = new Texture2D(1, 1);
+        Color wBGColor = new Color(0.0f, 0.0f, 0.0f);
+        string wBGColorData = EditorPrefs.GetString("Windows/Background");
+        string[] wBGColorArray = wBGColorData.Split(';');
+        if (wBGColorArray.Length == 5)
+            wBGColor = new Color(float.Parse(wBGColorArray[1]), float.Parse(wBGColorArray[2]),
+                float.Parse(wBGColorArray[3]));
+        else
+            Debug.LogError("Invalid window color in EditorPref found." + wBGColorArray.Length);
+        mItemBackgroundTex.SetPixel(0, 0, wBGColor);
+        mItemBackgroundTex.Apply();
+        mItemBackgroundTex.wrapMode = TextureWrapMode.Repeat;
+
+        // item selected background
+        mItemSelectedBackgroundTex = new Texture2D(1, 1);
+        mItemSelectedBackgroundTex.SetPixel(0, 0, new Color(0.239f, 0.376f, 0.568f));
+        mItemSelectedBackgroundTex.Apply();
+        mItemSelectedBackgroundTex.wrapMode = TextureWrapMode.Repeat;
+
+        // item style
+        mItemStyle = new GUIStyle(EditorStyles.textField);
+        mItemStyle.normal.background = mItemBackgroundTex;
+        mItemStyle.hover.textColor = Color.cyan;
+        mItemStyle.padding = new RectOffset(2, 2, 2, 2);
+        mItemStyle.margin = new RectOffset(1, 2, 1, 1);
+        mItemSelectedStyle = new GUIStyle(mItemStyle);
+        mItemSelectedStyle.normal.background = mItemSelectedBackgroundTex;
+        mItemSelectedStyle.normal.textColor = Color.white;
+    }
 }

+ 5 - 2
Assets/Editor/RouteEditor.cs

@@ -9,6 +9,7 @@ using UnityEditor;
 using UnityEngine;
 using UnityEngine.Rendering;
 using UnityEngine.Rendering.UI;
+using Object = UnityEngine.Object;
 
 
 [CustomEditor(typeof(Route))]
@@ -124,7 +125,7 @@ public class RoutesEditor : UnityEditor.Editor
             {
                 Clear();
             }
-
+            
             GUILayout.FlexibleSpace();
             EditorGUILayout.EndHorizontal();
             for (var i = 0; i < list.arraySize; i++)
@@ -144,10 +145,12 @@ public class RoutesEditor : UnityEditor.Editor
 
         EditorGUILayout.EndFoldoutHeaderGroup();
     }
+    
 
     private void Clear()
     {
-        throw new NotImplementedException();
+        var items = serializedObject.FindProperty("items");
+        items.ClearArray();
     }
 
     private void SwitchSelectionMode()

+ 4 - 3
Assets/Materials/3dArrowMaterial.mat

@@ -9,7 +9,7 @@ Material:
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   m_Name: 3dArrowMaterial
   m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3}
-  m_ShaderKeywords: _RECEIVE_SHADOWS_OFF
+  m_ShaderKeywords: _ENVIRONMENTREFLECTIONS_OFF _RECEIVE_SHADOWS_OFF _SPECULARHIGHLIGHTS_OFF
   m_LightmapFlags: 4
   m_EnableInstancingVariants: 1
   m_DoubleSidedGI: 0
@@ -66,7 +66,7 @@ Material:
     - _DistortionStrength: 1
     - _DistortionStrengthScaled: 0.1
     - _DstBlend: 10
-    - _EnvironmentReflections: 1
+    - _EnvironmentReflections: 0
     - _FlipbookBlending: 0
     - _FlipbookMode: 0
     - _GlossMapScale: 0
@@ -79,12 +79,13 @@ Material:
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+    - _Shininess: 0.078125
     - _Smoothness: 1
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     - _SoftParticlesFarFadeDistance: 1
     - _SoftParticlesNearFadeDistance: 0
-    - _SpecularHighlights: 1
+    - _SpecularHighlights: 0
     - _SrcBlend: 5
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     - _StencilComp: 8

+ 0 - 96
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@@ -68,7 +68,7 @@ Material:
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+	Texture: 2391883618080, "Texture::DiffuseColor_Texture", "" {
+		Type: "TextureVideoClip"
+		Version: 202
+		TextureName: "Texture::DiffuseColor_Texture"
+		Media: "Video::DiffuseColor_Texture"
+		FileName: "C:\Unity Projects\VR Cycling\Assets\PolygonCity\Textures\PolygonCity_Road_01.png"
+		RelativeFilename: "..\PolygonCity\Textures\PolygonCity_Road_01.png"
+		ModelUVTranslation: 0,0
+		ModelUVScaling: 1,1
+		Texture_Alpha_Source: "None"
+		Cropping: 0,0,0,0
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+	Texture: 2391883620480, "Texture::NormalMap_Texture", "" {
+		Type: "TextureVideoClip"
+		Version: 202
+		TextureName: "Texture::NormalMap_Texture"
+		Media: "Video::NormalMap_Texture"
+		FileName: "C:\Unity Projects\VR Cycling\Assets\PolygonCity\Textures\PolygonCity_Road_Normal.png"
+		RelativeFilename: "..\PolygonCity\Textures\PolygonCity_Road_Normal.png"
+		ModelUVTranslation: 0,0
+		ModelUVScaling: 1,1
+		Texture_Alpha_Source: "None"
+		Cropping: 0,0,0,0
+	}
+}
+
+; Object connections
+;------------------------------------------------------------------
+
+Connections:  {
+	
+	;Model::SM_Env_Road_01, Model::RootNode
+	C: "OO",2384658747488,0
+	
+	;Material::PolygonCity_Mat_Road_01, Model::SM_Env_Road_01
+	C: "OO",2391876406864,2384658747488
+	
+	;Geometry::Scene, Model::SM_Env_Road_01
+	C: "OO",2391875860336,2384658747488
+	
+	;Texture::DiffuseColor_Texture, Material::PolygonCity_Mat_Road_01
+	C: "OO",2391883618080,2391876406864
+	
+	;Texture::NormalMap_Texture, Material::PolygonCity_Mat_Road_01
+	C: "OO",2391883620480,2391876406864
+	
+	;Texture::DiffuseColor_Texture, Material::PolygonCity_Mat_Road_01
+	C: "OP",2391883618080,2391876406864, "DiffuseColor"
+	
+	;Texture::NormalMap_Texture, Material::PolygonCity_Mat_Road_01
+	C: "OP",2391883620480,2391876406864, "NormalMap"
+	
+	;Video::DiffuseColor_Texture, Texture::DiffuseColor_Texture
+	C: "OO",2391883612800,2391883618080
+	
+	;Video::NormalMap_Texture, Texture::NormalMap_Texture
+	C: "OO",2391883610880,2391883620480
+}
+;Takes section
+;----------------------------------------------------
+
+Takes:  {
+	Current: ""
+}

+ 101 - 0
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+ 4 - 6
Assets/Plotting/.idea/workspace.xml

@@ -1,9 +1,7 @@
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 <project version="4">
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-    </list>
+    <list default="true" id="ee646045-196c-400d-a2b8-69533432d097" name="Default Changelist" comment="" />
     <option name="SHOW_DIALOG" value="false" />
     <option name="HIGHLIGHT_CONFLICTS" value="true" />
     <option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
@@ -23,6 +21,7 @@
     <property name="RunOnceActivity.OpenProjectViewOnStart" value="true" />
     <property name="RunOnceActivity.ShowReadmeOnStart" value="true" />
     <property name="WebServerToolWindowFactoryState" value="false" />
+    <property name="last_opened_file_path" value="$PROJECT_DIR$" />
     <property name="node.js.detected.package.eslint" value="true" />
     <property name="node.js.detected.package.tslint" value="true" />
     <property name="node.js.path.for.package.eslint" value="project" />
@@ -71,6 +70,8 @@
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       <workItem from="1610104231320" duration="1600000" />
       <workItem from="1610563608926" duration="62000" />
+      <workItem from="1620708746836" duration="19000" />
+      <workItem from="1621256743389" duration="1181000" />
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     <servers />
   </component>
@@ -122,7 +123,4 @@
       </configuration>
     </watches-manager>
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-  <component name="com.intellij.coverage.CoverageDataManagerImpl">
-    <SUITE FILE_PATH="coverage/Plotting$main.coverage" NAME="main Coverage Results" MODIFIED="1610106180565" SOURCE_PROVIDER="com.intellij.coverage.DefaultCoverageFileProvider" RUNNER="coverage.py" COVERAGE_BY_TEST_ENABLED="true" COVERAGE_TRACING_ENABLED="false" WORKING_DIRECTORY="$PROJECT_DIR$" />
-  </component>
 </project>

+ 1 - 1
Assets/Plotting/main.py

@@ -12,7 +12,7 @@ from functools import reduce
 from data import Data
 from tools import get_options, generate_figure
 
-logs_path = "../Logs"
+logs_path = "../Logs/Subject_1909"
 log_files = sorted([file for file in os.listdir(logs_path) if not '.' in file], reverse=True)
 d1 = Data(logs_path)
 d2 = Data(logs_path)

+ 6 - 5
Assets/PolygonCity/Materials/Billboard_Mat.mat

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+  m_CustomRenderQueue: 1980
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+    - _SampleGI: 0
     - _Smoothness: 0.5
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     - _SpecularHighlights: 1
@@ -92,7 +93,7 @@ Material:
     - _WorkflowMode: 1
     - _ZWrite: 1
     m_Colors:
-    - _BaseColor: {r: 1, g: 1, b: 1, a: 1}
+    - _BaseColor: {r: 0.9056604, g: 0.9056604, b: 0.9056604, a: 1}
     - _Color: {r: 1, g: 1, b: 1, a: 1}
     - _EmissionColor: {r: 0, g: 0, b: 0, a: 0}
     - _EmissionColorUI: {r: 1, g: 1, b: 1, a: 1}

+ 2 - 2
Assets/PolygonCity/Materials/PolygonCity_Glass_Mat.mat

@@ -26,7 +26,7 @@ Material:
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+  m_CustomRenderQueue: 2950
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-    - _QueueOffset: 0
+    - _QueueOffset: -50
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     - _Smoothness: 0.5
     - _SmoothnessTextureChannel: 0

+ 0 - 114
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+ 6 - 6
Assets/PolygonCity/Materials/PolygonCity_Mat_01_A.mat

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-  m_ShaderKeywords: _METALLICSPECGLOSSMAP _NORMALMAP
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+  m_ShaderKeywords: _ENVIRONMENTREFLECTIONS_OFF
+  m_LightmapFlags: 4
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@@ -38,7 +38,7 @@ Material:
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+        m_Texture: {fileID: 0}
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@@ -96,7 +96,7 @@ Material:
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+ 4 - 4
Assets/PolygonCity/Materials/PolygonCity_Mat_01_B.mat

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+ 4 - 4
Assets/PolygonCity/Materials/PolygonCity_Mat_01_C.mat

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-  m_ShaderKeywords: _ENVIRONMENTREFLECTIONS_OFF _METALLICSPECGLOSSMAP _NORMALMAP
-  m_LightmapFlags: 6
+  m_ShaderKeywords: _ENVIRONMENTREFLECTIONS_OFF
+  m_LightmapFlags: 4
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@@ -38,7 +38,7 @@ Material:
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+        m_Texture: {fileID: 0}
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+ 6 - 6
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