320 lines
8.6 KiB
C#
Executable File
320 lines
8.6 KiB
C#
Executable File
//====================================================================================
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//
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// Purpose: To generate a bezier curve between at least 4 points in space and draw
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// a number of spheres across the generated curve
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//
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// This script is heavily based on the tutorial at:
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// http://catlikecoding.com/unity/tutorials/curves-and-splines/
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//
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//====================================================================================
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using UnityEngine;
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using System.Collections;
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using System;
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public static class Bezier
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{
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public static Vector3 GetPoint(Vector3 p0, Vector3 p1, Vector3 p2, float t)
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{
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t = Mathf.Clamp01(t);
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float oneMinusT = 1f - t;
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return
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oneMinusT * oneMinusT * p0 +
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2f * oneMinusT * t * p1 +
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t * t * p2;
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}
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public static Vector3 GetFirstDerivative(Vector3 p0, Vector3 p1, Vector3 p2, float t)
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{
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return
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2f * (1f - t) * (p1 - p0) +
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2f * t * (p2 - p1);
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}
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public static Vector3 GetPoint(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
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{
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t = Mathf.Clamp01(t);
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float OneMinusT = 1f - t;
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return
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OneMinusT * OneMinusT * OneMinusT * p0 +
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3f * OneMinusT * OneMinusT * t * p1 +
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3f * OneMinusT * t * t * p2 +
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t * t * t * p3;
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}
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public static Vector3 GetFirstDerivative(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
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{
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t = Mathf.Clamp01(t);
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float oneMinusT = 1f - t;
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return
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3f * oneMinusT * oneMinusT * (p1 - p0) +
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6f * oneMinusT * t * (p2 - p1) +
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3f * t * t * (p3 - p2);
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}
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}
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public class CurveGenerator : MonoBehaviour
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{
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private enum BezierControlPointMode
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{
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Free,
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Aligned,
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Mirrored
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}
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private Vector3[] points;
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private GameObject[] items;
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private BezierControlPointMode[] modes;
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private bool loop;
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private int frequency;
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private bool customTracer;
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public void Create(int setFrequency, float radius, GameObject tracer)
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{
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float circleSize = radius / 8;
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frequency = setFrequency;
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items = new GameObject[frequency];
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for (int f = 0; f < items.Length; f++)
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{
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customTracer = true;
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items[f] = (tracer ? Instantiate(tracer) : CreateSphere());
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items[f].transform.parent = this.transform;
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items[f].layer = 2;
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items[f].transform.localScale = new Vector3(circleSize, circleSize, circleSize);
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}
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}
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public void SetPoints(Vector3[] controlPoints, Material material)
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{
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points = controlPoints;
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modes = new BezierControlPointMode[] {
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BezierControlPointMode.Free,
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BezierControlPointMode.Free
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};
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SetObjects(material);
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}
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public void TogglePoints(bool state)
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{
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this.gameObject.SetActive(state);
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}
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private GameObject CreateSphere()
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{
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customTracer = false;
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GameObject item = GameObject.CreatePrimitive(PrimitiveType.Sphere);
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Destroy(item.GetComponent<SphereCollider>());
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item.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
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item.GetComponent<MeshRenderer>().receiveShadows = false;
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return item;
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}
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private bool Loop
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{
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get
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{
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return loop;
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}
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set
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{
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loop = value;
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if (value == true)
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{
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modes[modes.Length - 1] = modes[0];
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SetControlPoint(0, points[0]);
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}
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}
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}
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private int ControlPointCount
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{
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get
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{
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return points.Length;
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}
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}
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private Vector3 GetControlPoint(int index)
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{
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return points[index];
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}
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private void SetControlPoint(int index, Vector3 point)
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{
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if (index % 3 == 0)
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{
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Vector3 delta = point - points[index];
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if (loop)
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{
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if (index == 0)
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{
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points[1] += delta;
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points[points.Length - 2] += delta;
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points[points.Length - 1] = point;
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}
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else if (index == points.Length - 1)
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{
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points[0] = point;
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points[1] += delta;
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points[index - 1] += delta;
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}
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else
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{
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points[index - 1] += delta;
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points[index + 1] += delta;
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}
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}
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else
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{
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if (index > 0)
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{
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points[index - 1] += delta;
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}
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if (index + 1 < points.Length)
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{
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points[index + 1] += delta;
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}
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}
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}
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points[index] = point;
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EnforceMode(index);
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}
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private void EnforceMode(int index)
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{
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int modeIndex = (index + 1) / 3;
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BezierControlPointMode mode = modes[modeIndex];
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if (mode == BezierControlPointMode.Free || !loop && (modeIndex == 0 || modeIndex == modes.Length - 1))
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{
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return;
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}
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int middleIndex = modeIndex * 3;
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int fixedIndex, enforcedIndex;
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if (index <= middleIndex)
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{
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fixedIndex = middleIndex - 1;
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if (fixedIndex < 0)
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{
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fixedIndex = points.Length - 2;
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}
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enforcedIndex = middleIndex + 1;
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if (enforcedIndex >= points.Length)
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{
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enforcedIndex = 1;
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}
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}
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else
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{
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fixedIndex = middleIndex + 1;
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if (fixedIndex >= points.Length)
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{
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fixedIndex = 1;
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}
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enforcedIndex = middleIndex - 1;
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if (enforcedIndex < 0)
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{
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enforcedIndex = points.Length - 2;
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}
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}
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Vector3 middle = points[middleIndex];
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Vector3 enforcedTangent = middle - points[fixedIndex];
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if (mode == BezierControlPointMode.Aligned)
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{
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enforcedTangent = enforcedTangent.normalized * Vector3.Distance(middle, points[enforcedIndex]);
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}
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points[enforcedIndex] = middle + enforcedTangent;
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}
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private int CurveCount
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{
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get
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{
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return (points.Length - 1) / 3;
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}
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}
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private Vector3 GetPoint(float t)
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{
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int i;
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if (t >= 1f)
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{
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t = 1f;
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i = points.Length - 4;
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}
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else
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{
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t = Mathf.Clamp01(t) * CurveCount;
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i = (int)t;
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t -= i;
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i *= 3;
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}
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return transform.TransformPoint(Bezier.GetPoint(points[i], points[i + 1], points[i + 2], points[i + 3], t));
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}
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private void SetObjects(Material material)
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{
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float stepSize = frequency * 1;
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if (this.Loop || stepSize == 1)
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{
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stepSize = 1f / stepSize;
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}
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else
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{
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stepSize = 1f / (stepSize - 1);
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}
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for (int f = 0; f < frequency; f++)
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{
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if (customTracer && (f == 0 || f == (frequency - 1)))
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{
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items[f].SetActive(false);
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continue;
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}
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setMeshMaterial(items[f], material);
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setSkinnedMeshMaterial(items[f], material);
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Vector3 position = this.GetPoint(f * stepSize);
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items[f].transform.position = position;
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Vector3 nextPosition = this.GetPoint((f + 1) * stepSize);
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Vector3 lookPosition = (nextPosition - position).normalized;
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if (lookPosition != Vector3.zero)
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{
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items[f].transform.rotation = Quaternion.LookRotation(lookPosition);
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}
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}
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}
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private void setMeshMaterial(GameObject item, Material material)
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{
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if (item.GetComponent<MeshRenderer>())
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{
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item.GetComponent<MeshRenderer>().material = material;
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}
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foreach (MeshRenderer mr in item.GetComponentsInChildren<MeshRenderer>())
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{
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mr.material = material;
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}
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}
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private void setSkinnedMeshMaterial(GameObject item, Material material)
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{
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if (item.GetComponent<SkinnedMeshRenderer>())
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{
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item.GetComponent<SkinnedMeshRenderer>().material = material;
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}
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foreach (SkinnedMeshRenderer mr in item.GetComponentsInChildren<SkinnedMeshRenderer>())
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{
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mr.material = material;
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}
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}
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}
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