Third-party credits
After reading this page you will know what the package contains, and where the algorithms it references come from.
Package contents
The Easy Mesh Editor 1.0.0 package contains the following.
Editor/EasyMeshEditor.Editor.dll(obfuscated build)Editor/Shaders/EmeOverlay.shaderandEditor/Shaders/EmeSceneGL.shader: shaders for Scene view display- Editor icon images (PNG files)
README.md
The Unity Engine API belongs to Unity Technologies and is not redistributed with this product.
Algorithm reference
The Pull (1) brush on the Shape tab is based on the deformation model in the paper below. This is a source credit.
Fernando de Goes, Doug L. James. Regularized Kelvinlets: Sculpting Brushes based on Fundamental Solutions of Elasticity. ACM Transactions on Graphics (SIGGRAPH), 2017.
The behavior described in the window is here. A regularized Kelvinlet with a C2 soft tail spreads the deformation without a hard boundary. → Shape
The following methods are used as described in the works below. This is also a source credit.
- Closest point on a triangle: Christer Ericson, Real-Time Collision Detection, 2004.
- Ray-triangle intersection: Tomas Möller and Ben Trumbore, Fast, Minimum Storage Ray/Triangle Intersection, 1997.
- Mesh simplification with quadric error metrics: Michael Garland and Paul Heckbert, Surface Simplification Using Quadric Error Metrics, SIGGRAPH 1997.
License of this product
Redistribution, resale, and leakage of the included DLL, shaders, and asset files are prohibited.
Contact: studioraming@gmail.com