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// Untested Tilt Brush script | |
// Try running this in a tool script. | |
// Gleaned from ParametricStrokeCreator.cs and PointerManager.cs | |
var xfPointer_CS = App.Scene.ActiveCanvas.AsCanvas[rAttachPoint]; | |
ParametricStrokeCreator currentCreator = new CircleCreator(xfPointer_CS); | |
PointerScript script = PointerManager.m_Instance.MainPointer; | |
script.CreateNewLine( | |
App.Scene.ActiveCanvas, | |
xfPointer_CS, |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Net; | |
using System.Text; | |
using TiltBrush; | |
using UnityEditor; | |
using UnityEngine; | |
using Valve.Newtonsoft.Json.Utilities; | |
using Object = UnityEngine.Object; |
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using UnityEngine; | |
using UnityEngine.Events; | |
// | |
//Custom grabbable script wich checks if the grabber "is mine" to actually grab | |
// | |
namespace Networking.Pun2 | |
{ | |
[RequireComponent(typeof(Photon.Pun.PhotonView))] |
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def gltf(request, lat, lng, distance): | |
scale = 100000 | |
pnt = GEOSGeometry(f"POINT({lng} {lat})", srid=4326) | |
buildings = Building.objects.filter(outline__dwithin=(pnt, km2deg(distance))) | |
scene = Scene() | |
centroid_total = (0, 0) | |
count = 0.0 |
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// Generate the ground grid and extrude random buildings | |
var grid = Grids.Grids.MakeGrid(GridType, GridShape, width, depth); | |
grid = grid.VertexRotate(new OpParams(Jitter, randomValues: true)); | |
var floors = grid.FaceKeep(new OpParams(.1f, pickRandomly)); | |
var houses = floors.Loft(new OpParams(0, x=>Random.Range(.5f, 1.5f))); | |
var (walls, roofs) = houses.Split(new OpParams(FaceSelections.Existing)); | |
// Make window holes | |
walls = walls.Loft(new OpParams(0.75f, FaceSelections.AllNew)); | |
walls = walls.FaceSlide(new OpParams(0.15f, FaceSelections.Existing)); |
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var grid = Grids.Grids.MakeGrid(GridType, GridShape, width, depth); | |
grid = grid.VertexRotate(new OpParams(Jitter, randomize = true)); | |
var houses = grid.FaceKeep(new OpParams(randomPerFace, .1f)); | |
houses = houses.Loft(new OpParams(funcB=x=>Random.Range(.5f, 1.5f))); | |
var (walls, domes) = houses.Split(new OpParams(FaceSelections.Existing)); | |
walls = walls.Loft(new OpParams (FaceSelections.AllNew, 0.75f)); | |
walls = walls.FaceSlide(new OpParams (0.15f, FaceSelections.Existing)); | |
walls = walls.FaceRemove(new OpParams (FaceSelections.Existing)); | |
walls = walls.Shell(0.025f); | |
domes = domes.Dome(FaceSelections.All, DomeHeight, DomeSegments, DomeCurve1, DomeCurve2); |
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// https://www.shadertoy.com/view/lldyRB | |
#define samples 8.0 | |
#define PI 10.159265359 | |
#define offset 3.0 | |
#define strength -6.5 | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
// Normalized pixel coordinates (from 0 to 1) | |
vec2 uv = fragCoord/iResolution.xy; |
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using System; | |
using Conway; | |
using Johnson; | |
using UnityEngine; | |
using Random = UnityEngine.Random; | |
[ExecuteInEditMode] | |
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] | |
public class RandomSpaceshipGenerator : MonoBehaviour |
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public ConwayPoly Subdivide(float offset) | |
{ | |
var faceIndices = new List<int[]>(); | |
var vertexPoints = new List<Vector3>(); | |
// Add existing vertices | |
for (int vertexIndex = 0; vertexIndex < Vertices.Count; vertexIndex++) | |
{ | |
var x = Vertices[vertexIndex]; |
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//Moebius transformations in 3d, by reverse stereographic projection to the 3-sphere, | |
//rotation in 4d space, and projection back. | |
//by Daniel Piker 09/08/20 | |
//Feel free to use, adapt and reshare. I'd appreciate a mention if you post something using this. | |
//You can also now find this transformation as a component in Grasshopper/Rhino | |
//I first wrote about these transformations here: | |
//https://spacesymmetrystructure.wordpress.com/2008/12/11/4-dimensional-rotations/ | |
Shader "Custom/Moebius" | |
{ |