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Code cleanup.
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mkkellogg committed Jul 27, 2015
1 parent 2ffb1de commit d86a8cd
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19 changes: 7 additions & 12 deletions Unity/Assembly-CSharp-vs.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;UNITY_5_1_0;UNITY_5_1;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_LICENSE;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_EDITOR_METRICS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
<DefineConstants>DEBUG;TRACE;UNITY_5_0_1;UNITY_5_0;UNITY_5;ENABLE_LICENSE_RENAME;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_NONPRO;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
Expand All @@ -39,10 +39,10 @@
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="UnityEngine">
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
<HintPath>D:/Programs/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEditor">
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
<HintPath>D:/Programs/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
Expand All @@ -58,18 +58,13 @@
<Compile Include="Assets\CSG-BSP\Scripts\CSG\Vertex.cs" />
<Compile Include="Assets\CSG-BSP\Scripts\CSGUtil.cs" />
<Compile Include="Assets\CSG-BSP\Scripts\Structure\FastLinkedList.cs" />
<Compile Include="Assets\CSG-BSP\Scripts\Tests\BasicTest.cs" />
<Compile Include="Assets\CSG-BSP\Scripts\Tests\SliceTest.cs" />
<Compile Include="Assets\CSG-BSP\Scripts\Tests\SubtractionTest.cs" />
<Reference Include="UnityEngine.UI">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Networking">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Analytics">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
<HintPath>D:/Programs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEditor.iOS.Extensions.Xcode">
<HintPath>C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
<HintPath>D:/Programs/Unity/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
</Reference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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19 changes: 7 additions & 12 deletions Unity/Assembly-CSharp.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>Temp\bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;UNITY_5_1_0;UNITY_5_1;UNITY_5;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNET;ENABLE_UNITYEVENTS;ENABLE_VR;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_LICENSE;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_EDITOR_METRICS;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;INCLUDE_DIRECTX12;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;ENABLE_LOCALIZATION;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
<DefineConstants>DEBUG;TRACE;UNITY_5_0_1;UNITY_5_0;UNITY_5;ENABLE_LICENSE_RENAME;ENABLE_NEW_BUGREPORTER;ENABLE_2D_PHYSICS;ENABLE_4_6_FEATURES;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_FRAME_DEBUGGER;ENABLE_GENERICS;ENABLE_HOME_SCREEN;ENABLE_IMAGEEFFECTS;ENABLE_LIGHT_PROBES_LEGACY;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_NEW_HIERARCHY;ENABLE_PHYSICS;ENABLE_PHYSICS_PHYSX3;ENABLE_PLUGIN_INSPECTOR;ENABLE_SHADOWS;ENABLE_SINGLE_INSTANCE_BUILD_SETTING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_AUDIOMIXER_SUSPEND;ENABLE_NONPRO;INCLUDE_DYNAMIC_GI;INCLUDE_GI;INCLUDE_IL2CPP;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_TEXTUREID_MAP;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_MONO;ENABLE_PROFILER;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<NoWarn>0169</NoWarn>
Expand All @@ -39,10 +39,10 @@
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="UnityEngine">
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
<HintPath>D:/Programs/Unity/Editor/Data/Managed/UnityEngine.dll</HintPath>
</Reference>
<Reference Include="UnityEditor">
<HintPath>C:/Program Files/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
<HintPath>D:/Programs/Unity/Editor/Data/Managed/UnityEditor.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
Expand All @@ -58,18 +58,13 @@
<Compile Include="Assets\CSG-BSP\Scripts\CSG\Vertex.cs" />
<Compile Include="Assets\CSG-BSP\Scripts\CSGUtil.cs" />
<Compile Include="Assets\CSG-BSP\Scripts\Structure\FastLinkedList.cs" />
<Compile Include="Assets\CSG-BSP\Scripts\Tests\BasicTest.cs" />
<Compile Include="Assets\CSG-BSP\Scripts\Tests\SliceTest.cs" />
<Compile Include="Assets\CSG-BSP\Scripts\Tests\SubtractionTest.cs" />
<Reference Include="UnityEngine.UI">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Networking">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/Networking/UnityEngine.Networking.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.Analytics">
<HintPath>C:/Program Files/Unity/Editor/Data/UnityExtensions/Unity/UnityAnalytics/UnityEngine.Analytics.dll</HintPath>
<HintPath>D:/Programs/Unity/Editor/Data/UnityExtensions/Unity/GUISystem/UnityEngine.UI.dll</HintPath>
</Reference>
<Reference Include="UnityEditor.iOS.Extensions.Xcode">
<HintPath>C:/Program Files/Unity/Editor/Data/PlaybackEngines/iOSSupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
<HintPath>D:/Programs/Unity/Editor/Data/PlaybackEngines/iossupport/UnityEditor.iOS.Extensions.Xcode.dll</HintPath>
</Reference>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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Binary file modified Unity/Assets/CSG-BSP/Scenes/BaseScene.unity
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20 changes: 10 additions & 10 deletions Unity/Assets/CSG-BSP/Scripts/CSG/Partitioner.cs
Original file line number Diff line number Diff line change
Expand Up @@ -46,8 +46,8 @@ public enum Orientation
*
*/
public static Orientation SliceTriangle(Triangle triangle, Plane plane,
FastLinkedList<Triangle> lessThan, FastLinkedList<Triangle> greaterThan,
FastLinkedList<Triangle> lessThanPlanar, FastLinkedList<Triangle> greaterThanPlanar)
IList<Triangle> lessThan, IList<Triangle> greaterThan,
IList<Triangle> lessThanPlanar, IList<Triangle> greaterThanPlanar)
{
Orientation[] vertOrientations = new Orientation[3];
Orientation triOrientation = Orientation.CoPlanar;
Expand Down Expand Up @@ -78,15 +78,15 @@ public static Orientation SliceTriangle(Triangle triangle, Plane plane,
// then we consider @triangle to be front-facing
float planeTriOrientation = triangle.OrientationPlane.Normal.Dot(plane.Normal);
if(planeTriOrientation > 0)
greaterThanPlanar.AddLast(triangle);
greaterThanPlanar.Add(triangle);
else
lessThanPlanar.AddLast(triangle);
lessThanPlanar.Add(triangle);
break;
case Orientation.LessThan:
lessThan.AddLast(triangle);
lessThan.Add(triangle);
break;
case Orientation.GreaterThan:
greaterThan.AddLast(triangle);
greaterThan.Add(triangle);
break;
case Orientation.Split:
List<Vertex> ltSplit = new List<Vertex>();
Expand Down Expand Up @@ -147,18 +147,18 @@ public static Orientation SliceTriangle(Triangle triangle, Plane plane,
// contains 4
if (ltSplit.Count >= 3)
{
lessThan.AddLast(new Triangle(ltSplit[0], ltSplit[1], ltSplit[2]));
lessThan.Add(new Triangle(ltSplit[0], ltSplit[1], ltSplit[2]));
if(ltSplit.Count == 4)
lessThan.AddLast(new Triangle(ltSplit[0], ltSplit[2], ltSplit[3]));
lessThan.Add(new Triangle(ltSplit[0], ltSplit[2], ltSplit[3]));
}

// create 1 new triangle if @gtSplit contains 3 vertices. create 2 triangles if it
// contains 4
if (gtSplit.Count >= 3)
{
greaterThan.AddLast(new Triangle(gtSplit[0], gtSplit[1], gtSplit[2]));
greaterThan.Add(new Triangle(gtSplit[0], gtSplit[1], gtSplit[2]));
if(gtSplit.Count == 4)
greaterThan.AddLast(new Triangle(gtSplit[0], gtSplit[2], gtSplit[3]));
greaterThan.Add(new Triangle(gtSplit[0], gtSplit[2], gtSplit[3]));
}
break;
}
Expand Down
138 changes: 77 additions & 61 deletions Unity/Assets/CSG-BSP/Scripts/CSGUtil.cs
Original file line number Diff line number Diff line change
Expand Up @@ -23,35 +23,39 @@ public class CSGUtil
public static Mesh FromBSPtree(BSPTree tree)
{
if(tree == null) return null;
return FromList(tree.GetAllTriangles());
}

List<Triangle> allTriangles = tree.GetAllTriangles();

public static Mesh FromList(List<Triangle> allTriangles)
{
if(allTriangles == null) return null;

// create the various attribute arrays required by a Mesh object
Vector3[] vertices = new Vector3[allTriangles.Count * 3];
Vector3[] normals = new Vector3[allTriangles.Count * 3];
Vector4[] tangents = new Vector4[allTriangles.Count * 3];
Vector2[] uvs1 = new Vector2[allTriangles.Count * 3];

// pull the attributes from @tree and put them into the above arrays
GetVertexAttributes(allTriangles, vertices, normals, tangents, uvs1);

Mesh mesh = new Mesh();

mesh.vertices = vertices;
mesh.normals = normals;
mesh.tangents = tangents;
mesh.uv = uvs1;

// copy vertex positions the mesh's 'triangles' array
int[] triangles = new int[allTriangles.Count * 3];
for(int i=0; i < vertices.Length; i++)
{
triangles[i] = i;
}
mesh.triangles = triangles;

mesh.RecalculateNormals();

return mesh;
}

Expand Down Expand Up @@ -170,67 +174,79 @@ public static List<Triangle> GetMeshTriangles(Mesh mesh)
* Create a list of Triangle instances from the vertex data in the sub-mesh
* of @mesh specified by @index, and place them in @dest.
*/
private static void AddSubMeshTriangles(Mesh mesh, int index, List<Triangle> dest)
private static void AddSubMeshTriangles(Mesh mesh, int subMeshIndex, List<Triangle> dest)
{
int[] indices = mesh.GetTriangles(index);
int[] indices = mesh.GetTriangles(subMeshIndex);

for(int vi = 0; vi < indices.Length; vi+= 3)
{
Vector3 v1 = mesh.vertices[indices[vi]];
Vector3 v2 = mesh.vertices[indices[vi + 1]];
Vector3 v3 = mesh.vertices[indices[vi + 2]];

Vector3 n1 = mesh.normals[indices[vi]];
Vector3 n2 = mesh.normals[indices[vi + 1]];
Vector3 n3 = mesh.normals[indices[vi + 2]];

Vector4 t1 = mesh.tangents[indices[vi]];
Vector4 t2 = mesh.tangents[indices[vi + 1]];
Vector4 t3 = mesh.tangents[indices[vi + 2]];

Vector2 uv1 = mesh.uv[indices[vi]];
Vector2 uv2 = mesh.uv[indices[vi + 1]];
Vector2 uv3 = mesh.uv[indices[vi + 2]];

Vector3D csgV1 = new Vector3D(v1.x, v1.y, v1.z);
Vector3D csgV2 = new Vector3D(v2.x, v2.y, v2.z);
Vector3D csgV3 = new Vector3D(v3.x, v3.y, v3.z);

Vector3D csgN1 = new Vector3D(n1.x, n1.y, n1.z);
Vector3D csgN2 = new Vector3D(n2.x, n2.y, n2.z);
Vector3D csgN3 = new Vector3D(n3.x, n3.y, n3.z);

Vector4D csgT1 = new Vector4D(t1.x, t1.y, t1.z, t1.w);
Vector4D csgT2 = new Vector4D(t2.x, t2.y, t2.z, t2.w);
Vector4D csgT3 = new Vector4D(t3.x, t3.y, t3.z, t3.w);

UV csgUV1 = new UV(uv1.x, uv1.y);
UV csgUV2 = new UV(uv2.x, uv2.y);
UV csgUV3 = new UV(uv3.x, uv3.y);

Vertex vtx1 = new Vertex();
vtx1.Position = csgV1;
vtx1.Normal = csgN1;
vtx1.Tangent = csgT1;
vtx1.UV1 = csgUV1;

Vertex vtx2 = new Vertex();
vtx2.Position = csgV2;
vtx2.Normal = csgN2;
vtx2.Tangent = csgT2;
vtx2.UV1 = csgUV2;

Vertex vtx3 = new Vertex();
vtx3.Position = csgV3;
vtx3.Normal = csgN3;
vtx3.Tangent = csgT3;
vtx3.UV1 = csgUV3;

Triangle tri = new Triangle(vtx1, vtx2, vtx3);
Triangle tri = ConvertMeshTriangle(mesh, indices, vi);
dest.Add(tri);
}
}

/**
* Given @meshIndices, the array of vertex indices for @mesh, construct a triangle
* with all relevant vertex attribute data starting at the vertex pointed to by
* @index, using @index, @index+1, and @index+2 as the triangle's vertices.
*/
private static Triangle ConvertMeshTriangle(Mesh mesh, int[] meshIndices, int index)
{
Vector3 v1 = mesh.vertices[meshIndices[index]];
Vector3 v2 = mesh.vertices[meshIndices[index + 1]];
Vector3 v3 = mesh.vertices[meshIndices[index + 2]];

Vector3 n1 = mesh.normals[meshIndices[index]];
Vector3 n2 = mesh.normals[meshIndices[index + 1]];
Vector3 n3 = mesh.normals[meshIndices[index + 2]];

Vector4 t1 = mesh.tangents[meshIndices[index]];
Vector4 t2 = mesh.tangents[meshIndices[index + 1]];
Vector4 t3 = mesh.tangents[meshIndices[index + 2]];

Vector2 uv1 = mesh.uv[meshIndices[index]];
Vector2 uv2 = mesh.uv[meshIndices[index + 1]];
Vector2 uv3 = mesh.uv[meshIndices[index + 2]];

Vector3D csgV1 = new Vector3D(v1.x, v1.y, v1.z);
Vector3D csgV2 = new Vector3D(v2.x, v2.y, v2.z);
Vector3D csgV3 = new Vector3D(v3.x, v3.y, v3.z);

Vector3D csgN1 = new Vector3D(n1.x, n1.y, n1.z);
Vector3D csgN2 = new Vector3D(n2.x, n2.y, n2.z);
Vector3D csgN3 = new Vector3D(n3.x, n3.y, n3.z);

Vector4D csgT1 = new Vector4D(t1.x, t1.y, t1.z, t1.w);
Vector4D csgT2 = new Vector4D(t2.x, t2.y, t2.z, t2.w);
Vector4D csgT3 = new Vector4D(t3.x, t3.y, t3.z, t3.w);

UV csgUV1 = new UV(uv1.x, uv1.y);
UV csgUV2 = new UV(uv2.x, uv2.y);
UV csgUV3 = new UV(uv3.x, uv3.y);

Vertex vtx1 = new Vertex();
vtx1.Position = csgV1;
vtx1.Normal = csgN1;
vtx1.Tangent = csgT1;
vtx1.UV1 = csgUV1;

Vertex vtx2 = new Vertex();
vtx2.Position = csgV2;
vtx2.Normal = csgN2;
vtx2.Tangent = csgT2;
vtx2.UV1 = csgUV2;

Vertex vtx3 = new Vertex();
vtx3.Position = csgV3;
vtx3.Normal = csgN3;
vtx3.Tangent = csgT3;
vtx3.UV1 = csgUV3;

Triangle tri = new Triangle(vtx1, vtx2, vtx3);

return tri;
}

private static Vector2 ConvertToUnity(UV vector)
{
return new Vector2(vector.U, vector.V);
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58 changes: 0 additions & 58 deletions Unity/Assets/CSG-BSP/Scripts/Tests/BasicTest.cs

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12 changes: 0 additions & 12 deletions Unity/Assets/CSG-BSP/Scripts/Tests/BasicTest.cs.meta

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Binary file modified Unity/ProjectSettings/ProjectSettings.asset
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