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https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
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Initial commit
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commit
3c7cc0c973
8391 changed files with 704313 additions and 0 deletions
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.U2D.Path
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{
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public enum ShapeType
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{
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Polygon,
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Spline
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}
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public interface IShape
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{
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ShapeType type { get; }
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bool isOpenEnded { get; }
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ControlPoint[] ToControlPoints();
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}
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}
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fileFormatVersion: 2
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guid: 5a73e62a38f3eed47b8b72483a21b750
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.U2D.Path
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{
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public struct Polygon : IShape
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{
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public bool isOpenEnded;
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public Vector3[] points;
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ShapeType IShape.type => ShapeType.Polygon;
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bool IShape.isOpenEnded => isOpenEnded;
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ControlPoint[] IShape.ToControlPoints()
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{
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if (points == null)
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throw new NullReferenceException("Points array is null");
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var controlPoints = new List<ControlPoint>();
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foreach (var point in points)
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{
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controlPoints.Add(new ControlPoint() { position = point });
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}
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return controlPoints.ToArray();
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}
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public static Polygon empty = new Polygon() { isOpenEnded = true, points = new Vector3[0] };
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}
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}
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fileFormatVersion: 2
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guid: ab23b6f3169984a4c87cbc3f7fe44ca6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.U2D.Path
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{
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public static class ShapeExtensions
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{
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public static Polygon ToPolygon(this Vector3[] points, bool isOpenEnded)
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{
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return new Polygon()
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{
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isOpenEnded = isOpenEnded,
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points = points
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};
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}
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public static Spline ToSpline(this Vector3[] points, bool isOpenEnded)
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{
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if (!points.IsSpline(isOpenEnded) && points.IsSpline(!isOpenEnded))
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{
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var pointList = new List<Vector3>(points);
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if (isOpenEnded)
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{
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while (pointList.Count % 3 != 1)
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pointList.RemoveAt(pointList.Count-1);
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points = pointList.ToArray();
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}
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else
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{
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var last = pointList[pointList.Count-1];
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var first = pointList[0];
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var v = first - last;
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pointList.Add(last + v.normalized * (v.magnitude / 3f));
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pointList.Add(first - v.normalized * (v.magnitude / 3f));
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points = pointList.ToArray();
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}
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}
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if (!points.IsSpline(isOpenEnded))
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throw new Exception("The provided control point array can't conform a Spline.");
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return new Spline()
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{
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isOpenEnded = isOpenEnded,
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points = points
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};
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}
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public static bool IsSpline(this Vector3[] points, bool isOpenEnded)
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{
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if (points.Length < 4)
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return false;
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if (isOpenEnded && points.Length % 3 != 1)
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return false;
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if (!isOpenEnded && points.Length % 3 != 0)
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return false;
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return true;
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}
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public static Spline ToSpline(this Polygon polygon)
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{
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var newPointCount = polygon.points.Length * 3;
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if (polygon.isOpenEnded)
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newPointCount = (polygon.points.Length - 1) * 3 + 1;
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var newPoints = new Vector3[newPointCount];
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var controlPoints = polygon.points;
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var pointCount = controlPoints.Length;
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for (var i = 0; i < pointCount; ++i)
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{
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var nextIndex = (i + 1) % pointCount;
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var point = controlPoints[i];
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var v = controlPoints[nextIndex] - point;
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newPoints[i * 3] = point;
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if (i * 3 + 2 < newPointCount)
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{
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newPoints[i * 3 + 1] = point + v / 3f;
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newPoints[i * 3 + 2] = point + v * 2f / 3f;
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}
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}
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return new Spline()
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{
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isOpenEnded = polygon.isOpenEnded,
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points = newPoints
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};
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}
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}
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}
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fileFormatVersion: 2
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guid: 3a27db178f5cab64491b34ed346797d8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
|
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@ -0,0 +1,102 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.U2D.Path
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{
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public struct Spline : IShape
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{
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public bool isOpenEnded;
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public Vector3[] points;
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ShapeType IShape.type => ShapeType.Spline;
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bool IShape.isOpenEnded => isOpenEnded;
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ControlPoint[] IShape.ToControlPoints()
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{
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if (points == null)
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throw new NullReferenceException("Points array is null");
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if (!points.IsSpline(isOpenEnded))
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throw new Exception("The provided control point array can't conform a Spline.");
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var controlPoints = new List<ControlPoint>();
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var leftTangent = Vector3.zero;
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var rightTangent = Vector3.zero;
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var pointCount = points.Length;
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for (var i = 0; i < pointCount; i += 3)
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{
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if (i == 0)
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{
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if (isOpenEnded)
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leftTangent = points[0];
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else
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leftTangent = points[EditablePathUtility.Mod(-1, pointCount)];
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}
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if (i == pointCount - 1 && isOpenEnded)
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rightTangent = points[i];
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else
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rightTangent = points[i+1];
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controlPoints.Add(
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new ControlPoint()
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{
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position = points[i],
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leftTangent = leftTangent,
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rightTangent = rightTangent,
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tangentMode = TangentMode.Broken
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});
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if (i == pointCount - 1 && isOpenEnded)
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leftTangent = Vector3.zero;
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else
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leftTangent = points[i+2];
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}
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pointCount = controlPoints.Count;
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for (var i = 0; i < pointCount; ++i)
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{
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var prevIndex = EditablePathUtility.Mod(i-1, pointCount);
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var nextIndex = EditablePathUtility.Mod(i+1, pointCount);
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var controlPoint = controlPoints[i];
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var prevControlPoint = controlPoints[prevIndex];
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var nextControlPoint = controlPoints[nextIndex];
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var liniarLeftPosition = (prevControlPoint.position - controlPoint.position) / 3f;
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var isLeftTangentLinear = (controlPoint.localLeftTangent - liniarLeftPosition).sqrMagnitude < 0.001f;
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if (isLeftTangentLinear)
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controlPoint.localLeftTangent = Vector3.zero;
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var liniarRightPosition = (nextControlPoint.position - controlPoint.position) / 3f;
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var isRightTangentLinear = (controlPoint.localRightTangent - liniarRightPosition).sqrMagnitude < 0.001f;
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if (isRightTangentLinear)
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controlPoint.localRightTangent = Vector3.zero;
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var tangentDotProduct = Vector3.Dot(controlPoint.localLeftTangent.normalized, controlPoint.localRightTangent.normalized);
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var isContinous = tangentDotProduct < 0f && (tangentDotProduct + 1) * (tangentDotProduct + 1) < 0.001f;
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if (isLeftTangentLinear && isRightTangentLinear)
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controlPoint.tangentMode = TangentMode.Linear;
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else if (isLeftTangentLinear || isRightTangentLinear)
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controlPoint.tangentMode = TangentMode.Broken;
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else if (isContinous)
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controlPoint.tangentMode = TangentMode.Continuous;
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controlPoints[i] = controlPoint;
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}
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return controlPoints.ToArray();
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}
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public static Spline empty = new Spline() { isOpenEnded = true, points = new Vector3[0] };
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 03c61de02af9d914c9cc9dd9f1174223
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externalObjects: {}
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serializedVersion: 2
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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