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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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