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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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