consolidate all repos to one for archive

This commit is contained in:
Nikola Petrov 2025-01-28 13:46:42 +01:00
commit a6610fbc7a
5350 changed files with 2705721 additions and 0 deletions

72
projektna_naloga/ar_map/.gitignore vendored Normal file
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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
/// <summary>
/// This plane visualizer demonstrates the use of a feathering effect
/// at the edge of the detected plane, which reduces the visual impression
/// of a hard edge.
/// </summary>
[RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))]
public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour
{
[Tooltip("The width of the texture feathering (in world units).")]
[SerializeField]
float m_FeatheringWidth = 0.2f;
/// <summary>
/// The width of the texture feathering (in world units).
/// </summary>
public float featheringWidth
{
get { return m_FeatheringWidth; }
set { m_FeatheringWidth = value; }
}
void Awake()
{
m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>();
m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material;
m_Plane = GetComponent<ARPlane>();
}
void OnEnable()
{
m_Plane.boundaryChanged += ARPlane_boundaryUpdated;
}
void OnDisable()
{
m_Plane.boundaryChanged -= ARPlane_boundaryUpdated;
}
void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs)
{
GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh);
}
/// <summary>
/// Generate UV2s to mark the boundary vertices and feathering UV coords.
/// </summary>
/// <remarks>
/// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> event that can be used to modify the generated
/// mesh. In this case we'll add UV2s to mark the boundary vertices.
/// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is
/// is fairly uniform.
/// </remarks>
/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
void GenerateBoundaryUVs(Mesh mesh)
{
int vertexCount = mesh.vertexCount;
// Reuse the list of UVs
s_FeatheringUVs.Clear();
if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; }
mesh.GetVertices(s_Vertices);
Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1];
Vector3 uv = new Vector3(0, 0, 0);
float shortestUVMapping = float.MaxValue;
// Assume the last vertex is the center vertex.
for (int i = 0; i < vertexCount - 1; i++)
{
float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace);
// Remap the UV so that a UV of "1" marks the feathering boudary.
// The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV.
// Rearrange to get the edge UV.
float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f);
uv.x = uvMapping;
// All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by.
// Choose the shortest UV to guarentee we fade out before the border.
// This means the feathering widths will be slightly different, we again rely on a fairly uniform plane.
if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; }
s_FeatheringUVs.Add(uv);
}
m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping);
// Add the center vertex UV
uv.Set(0, 0, 0);
s_FeatheringUVs.Add(uv);
mesh.SetUVs(1, s_FeatheringUVs);
mesh.UploadMeshData(false);
}
static List<Vector3> s_FeatheringUVs = new List<Vector3>();
static List<Vector3> s_Vertices = new List<Vector3>();
ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
ARPlane m_Plane;
Material m_FeatheredPlaneMaterial;
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
//
// This script allows us to create anchors with
// a prefab attached in order to visbly discern where the anchors are created.
// Anchors are a particular point in space that you are asking your device to track.
//
[RequireComponent(typeof(ARAnchorManager))]
[RequireComponent(typeof(ARRaycastManager))]
[RequireComponent(typeof(ARPlaneManager))]
public class AnchorCreator : MonoBehaviour
{
// This is the prefab that will appear every time an anchor is created.
[SerializeField]
GameObject m_AnchorPrefab;
public GameObject AnchorPrefab
{
get => m_AnchorPrefab;
set => m_AnchorPrefab = value;
}
// Removes all the anchors that have been created.
public void RemoveAllAnchors()
{
foreach (var anchor in m_AnchorPoints)
{
Destroy(anchor);
}
m_AnchorPoints.Clear();
}
// On Awake(), we obtains a reference to all the required components.
// The ARRaycastManager allows us to perform raycasts so that we know where to place an anchor.
// The ARPlaneManager detects surfaces we can place our objects on.
// The ARAnchorManager handles the processing of all anchors and updates their position and rotation.
void Awake()
{
m_RaycastManager = GetComponent<ARRaycastManager>();
m_AnchorManager = GetComponent<ARAnchorManager>();
m_PlaneManager = GetComponent<ARPlaneManager>();
m_AnchorPoints = new List<ARAnchor>();
}
void Update()
{
// If there is no tap, then simply do nothing until the next call to Update().
if (Input.touchCount == 0)
return;
var touch = Input.GetTouch(0);
if (touch.phase != TouchPhase.Began)
return;
if (m_RaycastManager.Raycast(touch.position, s_Hits, TrackableType.PlaneWithinPolygon))
{
// Raycast hits are sorted by distance, so the first one
// will be the closest hit.
var hitPose = s_Hits[0].pose;
var hitTrackableId = s_Hits[0].trackableId;
var hitPlane = m_PlaneManager.GetPlane(hitTrackableId);
// This attaches an anchor to the area on the plane corresponding to the raycast hit,
// and afterwards instantiates an instance of your chosen prefab at that point.
// This prefab instance is parented to the anchor to make sure the position of the prefab is consistent
// with the anchor, since an anchor attached to an ARPlane will be updated automatically by the ARAnchorManager as the ARPlane's exact position is refined.
var anchor = m_AnchorManager.AttachAnchor(hitPlane, hitPose);
Instantiate(m_AnchorPrefab, anchor.transform);
if (anchor == null)
{
Debug.Log("Error creating anchor.");
}
else
{
// Stores the anchor so that it may be removed later.
m_AnchorPoints.Add(anchor);
}
}
}
static List<ARRaycastHit> s_Hits = new List<ARRaycastHit>();
List<ARAnchor> m_AnchorPoints;
ARRaycastManager m_RaycastManager;
ARAnchorManager m_AnchorManager;
ARPlaneManager m_PlaneManager;
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Shader "Unlit/FeatheredPlaneShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_TexTintColor("Texture Tint Color", Color) = (1,1,1,1)
_PlaneColor("Plane Color", Color) = (1,1,1,1)
}
SubShader
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Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
Blend SrcAlpha OneMinusSrcAlpha
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Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float3 uv2 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
float3 uv2 : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _TexTintColor;
fixed4 _PlaneColor;
float _ShortestUVMapping;
v2f vert (appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.uv2 = v.uv2;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 col = tex2D(_MainTex, i.uv) * _TexTintColor;
col = lerp( _PlaneColor, col, col.a);
// Fade out from as we pass the edge.
// uv2.x stores a mapped UV that will be "1" at the beginning of the feathering.
// We fade until we reach at the edge of the shortest UV mapping.
// This is the remmaped UV value at the vertex.
// We choose the shorted one so that ll edges will fade out completely.
// See ARFeatheredPlaneMeshVisualizer.cs for more details.
col.a *= 1-smoothstep(1, _ShortestUVMapping, i.uv2.x);
return col;
}
ENDCG
}
}
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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
[RequireComponent(typeof(ARTrackedImageManager))]
public class PlaceTrackedImages : MonoBehaviour
{
// Reference to AR tracked image manager component
private ARTrackedImageManager _trackedImagesManager;
// List of prefabs to instantiate - these should be named the same
// as their corresponding 2D images in the reference image library
public GameObject[] ArPrefabs;
bool isSummoned = false;
private readonly Dictionary<string, GameObject> _instantiatedPrefabs = new Dictionary<string, GameObject>();
// foreach(var trackedImage in eventArgs.added){
// Get the name of the reference image
// var imageName = trackedImage.referenceImage.name;
// foreach (var curPrefab in ArPrefabs) {
// Check whether this prefab matches the tracked image name, and that
// the prefab hasn't already been created
// if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0
// && !_instantiatedPrefabs.ContainsKey(imageName)){
// Instantiate the prefab, parenting it to the ARTrackedImage
// var newPrefab = Instantiate(curPrefab, trackedImage.transform);
void Awake()
{
_trackedImagesManager = GetComponent<ARTrackedImageManager>();
}
private void OnEnable()
{
_trackedImagesManager.trackedImagesChanged += OnTrackedImagesChanged;
}
private void OnDisable()
{
_trackedImagesManager.trackedImagesChanged -= OnTrackedImagesChanged;
}
private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs)
{
//foreach (var trackedImage in eventArgs.updated)
//{
// var imageName = trackedImage.referenceImage.name;
//foreach (var curPrefab in AreaEffector2DPrefabs)
// {
// if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0
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// {
// var newPrefab = Instantiate(curPrefab, trackedImage.transform);
// _instantiatedPrefabs[imageName] = newPrefab;
// }
// }
// }
//_instantiatedPrefabs[trackedImage.referenceImage.name].SetActive(trackedImage.trackingState == TrackingState.Tracking);
//}
if (!isSummoned)
{
foreach (var trackedImage in eventArgs.added)
{
var imageName = trackedImage.referenceImage.name;
foreach (var curPrefab in ArPrefabs)
{
if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0
&& !_instantiatedPrefabs.ContainsKey(imageName))
{
isSummoned = true;
Vector3 pos = curPrefab.transform.position;
Quaternion quat = new Quaternion(0, 0, 0, 0);
var newPrefab = Instantiate(curPrefab, pos, quat);
_instantiatedPrefabs[imageName] = newPrefab;
OnDisable();
}
}
}
}
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//{
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// Also remove the instance from our array
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//}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics.Tracing;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;
public class SpawnObjects : MonoBehaviour
{
public class LocationData
{
public int location_id;
public string name;
public double x_coordinate;
public double z_coordinate;
public string imageUrl;
}
public class CarData
{
public int location_id;
public int car_count;
}
private const string apiUrl = "https://school.petrovv.com/api/location/csv"; // Example API endpoint
private const string apiCarData = "https://school.petrovv.com/api/data/year/2023/month/5/day/30/hour/17/csv";
private Camera mainCamera;
public GameObject spherePrefab;
// Materials
public Material redMaterial;
public Material greenMaterial;
public Material yellowMaterial;
public RawImage cameraImage;
public Texture2D emptyPng;
private List<LocationData> locationDataList = new List<LocationData>();
private List<CarData> carDataList = new List<CarData>();
List<int> listIndex = new List<int>(249);
List<GameObject> totalSpheres = new List<GameObject>();
private bool spawned = false;
private bool isCarDataDone = false;
// Start is called before the first frame update
void Start()
{
mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
for (int i = 0; i < listIndex.Count; i++)
{
listIndex[i] = 0;
}
cameraImage.texture = emptyPng;
StartCoroutine(GetCarDataFromApi());
StartCoroutine(GetLocationDataFromApi());
}
// Update is called once per frame
void Update()
{
if (!spawned && isCarDataDone && locationDataList.Count > 0)
{
SpawnCameraSpheres();
spawned = true;
}
if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
{
// Cast a ray from the screen touch position
Ray ray = mainCamera.ScreenPointToRay(Input.GetTouch(0).position);
// Check if the ray hits a game element
if (Physics.Raycast(ray, out RaycastHit hit))
{
// Get the touched game element
GameObject touchedElement = hit.collider.gameObject;
int ind = totalSpheres.FindIndex(elem => {
return elem.transform.position == touchedElement.transform.position;
});
string url = locationDataList[ind].imageUrl;
ChangeCameraImageTexture(url);
}
else
{
cameraImage.texture = emptyPng;
}
}
}
// private void ChangeCameraImageTexture(GameObject sphere)
private void ChangeCameraImageTexture(string imageUrl)
{
// string imageUrl = locationDataList[0].imageUrl; // Replace with your sphere image URL
StartCoroutine(LoadImage(imageUrl));
}
IEnumerator GetLocationDataFromApi()
{
using (UnityWebRequest webRequest = UnityWebRequest.Get(apiUrl))
{
// Send the request and wait for a response
yield return webRequest.SendWebRequest();
// Error handling from the web request
if (webRequest.result == UnityWebRequest.Result.ConnectionError)
{
Debug.LogError("Error: " + webRequest.error);
}
else
{
string webRequestResult = webRequest.downloadHandler.text;
string[] lines = webRequestResult.Split('\n');
foreach (string line in lines)
{
if (!string.IsNullOrEmpty(line))
{
string[] values = line.Split(',');
LocationData locationData = new LocationData
{
location_id = int.Parse(values[0]),
name = values[1],
z_coordinate = double.Parse(values[2]),
x_coordinate = double.Parse(values[3]),
imageUrl = values[4]
};
locationDataList.Add(locationData);
}
}
isCarDataDone = true;
}
}
}
IEnumerator GetCarDataFromApi()
{
using (UnityWebRequest webRequest = UnityWebRequest.Get(apiCarData))
{
// Send the request and wait for a response
yield return webRequest.SendWebRequest();
// Error handling from the web request
if (webRequest.result == UnityWebRequest.Result.ConnectionError)
{
Debug.LogError("Error: " + webRequest.error);
}
else
{
string webRequestResult = webRequest.downloadHandler.text;
string[] lines = webRequestResult.Split('\n');
foreach (string line in lines)
{
if (!string.IsNullOrEmpty(line))
{
string[] values = line.Split(',');
int index = int.Parse(values[0]);
int value = int.Parse(values[1]);
listIndex.Insert(index, value);
}
}
isCarDataDone = true;
}
}
}
// Add this method to handle loading images asynchronously
private IEnumerator LoadImage(string url)
{
UnityWebRequest www = UnityWebRequestTexture.GetTexture(url);
yield return www.SendWebRequest();
if (www.result == UnityWebRequest.Result.ProtocolError)
{
Debug.LogError("Error loading image: " + www.error);
}
else
{
Texture2D texture = ((DownloadHandlerTexture)www.downloadHandler).texture;
cameraImage.texture = texture;
}
}
private void SpawnCameraSpheres()
{
Vector3 coordinates = new Vector3(0f, 0f, 0f);
double mappedX;
double mappedZ;
foreach (LocationData location in locationDataList)
{
mappedX = CalculateX((double)location.x_coordinate);
mappedZ = CalculateZ((double)location.z_coordinate);
coordinates.x = (float)mappedX;
coordinates.z = (float)mappedZ;
GameObject sphere = Instantiate(spherePrefab);
sphere.transform.position = coordinates;
sphere.transform.localScale = new Vector3(0.02f, 0.02f, 0.02f);
Renderer sphereRenderer = sphere.GetComponent<Renderer>();
if (location.location_id == 999)
{
continue;
}
if (listIndex.ElementAt(location.location_id) <= 100)
{
sphereRenderer.material = greenMaterial;
}
else if (listIndex.ElementAt(location.location_id) <= 250)
{
sphereRenderer.material = yellowMaterial;
}
else
{
sphereRenderer.material = redMaterial;
}
totalSpheres.Add(sphere);
}
}
// X is equivelant to longitude
double CalculateX(double val)
{
return Map(val, 13.356836, 16.596429, 1, -1);
}
// Z is equivelant to latitude
double CalculateZ(double val)
{
return Map(val, 45.411120, 46.875651, 0.6665, -0.6665);
}
// Mapping function
double Map(double x, double inMin, double inMax, double outMin, double outMax)
{
return (x - inMin) * (outMax - outMin) / (inMax - inMin) + outMin;
}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class TrackUser : MonoBehaviour
{
public GameObject userLocationPrefab;
public TextMeshProUGUI gpsStatus;
private float latitudeGPS = 0;
private float longitudeGPS = 0;
private double mappedLongitude = 0;
private double mappedLatitude = 0;
// Start is called before the first frame update
void Start()
{
StartCoroutine(GPSLocation());
}
IEnumerator GPSLocation()
{
// Check if location is enabled
if (!Input.location.isEnabledByUser)
{
yield break;
}
// Start service before querying locaction
Input.location.Start();
// Wait until service is intilized
int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
yield return new WaitForSeconds(1);
maxWait -= 1;
}
// Service didn't initilize in 20 seconds
if (maxWait < 1)
{
yield break;
}
if (Input.location.status == LocationServiceStatus.Failed)
{
yield break;
}
else
{
// access granted
InvokeRepeating("UpdateGPSData", 0.5f, 1);
}
}
private void UpdateGPSData()
{
if (Input.location.status == LocationServiceStatus.Running)
{
// Access granted to GPS value and it has been initlized
latitudeGPS = Input.location.lastData.latitude;
longitudeGPS = Input.location.lastData.longitude;
}
else
{
// service stopped
}
}
void Update()
{
if (longitudeGPS != 0 || latitudeGPS != 0)
{
mappedLongitude = CalculateX((double)longitudeGPS);
mappedLatitude = CalculateZ((double)latitudeGPS);
Vector3 coordinates = new((float)mappedLongitude, 0.05f, (float)mappedLatitude);
userLocationPrefab.transform.position = coordinates;
}
}
// X is equivelant to longitude
double CalculateX(double val)
{
return Map(val, 13.356836, 16.596429, 1, -1);
}
// Z is equivelant to latitude
double CalculateZ(double val)
{
return Map(val, 45.411120, 46.875651, 0.6665, -0.6665);
}
// Mapping function
double Map(double x, double inMin, double inMax, double outMin, double outMax)
{
return (x - inMin) * (outMax - outMin) / (inMax - inMin) + outMin;
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class gps_location : MonoBehaviour
{
public TextMeshProUGUI status;
// Start is called before the first frame update
void Start()
{
StartCoroutine(GPSLocation());
}
IEnumerator GPSLocation()
{
// Check if location is enabled
if (!Input.location.isEnabledByUser)
{
status.text = "Location not enabled";
yield break;
}
// Start service before querying locaction
Input.location.Start();
// Wait until service is intilized
int maxWait = 20;
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
{
status.text = "Calibrating...";
yield return new WaitForSeconds(1);
maxWait -= 1;
}
// Service didn't initilize in 20 seconds
if (maxWait < 1)
{
status.text = "Service didn't initilize in 20s";
yield break;
}
if (Input.location.status == LocationServiceStatus.Failed)
{
status.text = "Failed to connect to location";
yield break;
}
else
{
// access granted
InvokeRepeating("UpdateGPSData", 0.5f, 1);
}
}
private void UpdateGPSData()
{
if (Input.location.status == LocationServiceStatus.Running)
{
// Access granted to GPS value and it has been initlized
status.text = "";
}
else
{
status.text = "Service stopped";
// service stopped
}
}
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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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