276 lines
11 KiB
C#
276 lines
11 KiB
C#
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 EditablePathExtensions
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{
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public static Polygon ToPolygon(this IEditablePath path)
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{
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var polygon = new Polygon()
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{
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isOpenEnded = path.isOpenEnded,
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points = new Vector3[path.pointCount]
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};
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for (var i = 0; i < path.pointCount; ++i)
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polygon.points[i] = path.GetPoint(i).position;
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return polygon;
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}
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public static Spline ToSpline(this IEditablePath path)
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{
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var count = path.pointCount * 3;
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if (path.isOpenEnded)
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count -= 2;
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var spline = new Spline()
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{
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isOpenEnded = path.isOpenEnded,
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points = new Vector3[count]
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};
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for (var i = 0; i < path.pointCount; ++i)
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{
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var point = path.GetPoint(i);
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spline.points[i*3] = point.position;
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if (i * 3 + 1 < count)
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{
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var nextIndex = EditablePathUtility.Mod(i+1, path.pointCount);
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spline.points[i*3 + 1] = path.CalculateRightTangent(i);
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spline.points[i*3 + 2] = path.CalculateLeftTangent(nextIndex);
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}
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}
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return spline;
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}
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public static Vector3 CalculateLocalLeftTangent(this IEditablePath path, int index)
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{
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return path.CalculateLeftTangent(index) - path.GetPoint(index).position;
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}
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public static Vector3 CalculateLeftTangent(this IEditablePath path, int index)
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{
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var point = path.GetPoint(index);
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var isTangentLinear = point.localLeftTangent == Vector3.zero;
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var isEndpoint = path.isOpenEnded && index == 0;
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var tangent = point.leftTangent;
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if (isEndpoint)
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return point.position;
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if (isTangentLinear)
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{
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var prevPoint = path.GetPrevPoint(index);
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var v = prevPoint.position - point.position;
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tangent = point.position + v.normalized * (v.magnitude / 3f);
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}
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return tangent;
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}
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public static Vector3 CalculateLocalRightTangent(this IEditablePath path, int index)
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{
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return path.CalculateRightTangent(index) - path.GetPoint(index).position;
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}
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public static Vector3 CalculateRightTangent(this IEditablePath path, int index)
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{
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var point = path.GetPoint(index);
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var isTangentLinear = point.localRightTangent == Vector3.zero;
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var isEndpoint = path.isOpenEnded && index == path.pointCount - 1;
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var tangent = point.rightTangent;
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if (isEndpoint)
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return point.position;
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if (isTangentLinear)
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{
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var nextPoint = path.GetNextPoint(index);
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var v = nextPoint.position - point.position;
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tangent = point.position + v.normalized * (v.magnitude / 3f);
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}
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return tangent;
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}
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public static ControlPoint GetPrevPoint(this IEditablePath path, int index)
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{
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return path.GetPoint(EditablePathUtility.Mod(index - 1, path.pointCount));
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}
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public static ControlPoint GetNextPoint(this IEditablePath path, int index)
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{
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return path.GetPoint(EditablePathUtility.Mod(index + 1, path.pointCount));
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}
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public static void UpdateTangentMode(this IEditablePath path, int index)
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{
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var localToWorldMatrix = path.localToWorldMatrix;
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path.localToWorldMatrix = Matrix4x4.identity;
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var controlPoint = path.GetPoint(index);
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var isLeftTangentLinear = controlPoint.localLeftTangent == Vector3.zero;
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var isRightTangentLinear = controlPoint.localRightTangent == Vector3.zero;
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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 (controlPoint.tangentMode != TangentMode.Continuous)
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controlPoint.tangentMode = TangentMode.Broken;
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controlPoint.StoreTangents();
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path.SetPoint(index, controlPoint);
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path.localToWorldMatrix = localToWorldMatrix;
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}
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public static void UpdateTangentsFromMode(this IEditablePath path)
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{
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const float kEpsilon = 0.001f;
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var localToWorldMatrix = path.localToWorldMatrix;
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path.localToWorldMatrix = Matrix4x4.identity;
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for (var i = 0; i < path.pointCount; ++i)
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{
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var controlPoint = path.GetPoint(i);
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if (controlPoint.tangentMode == TangentMode.Linear)
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{
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controlPoint.localLeftTangent = Vector3.zero;
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controlPoint.localRightTangent = Vector3.zero;
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}
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else if (controlPoint.tangentMode == TangentMode.Broken)
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{
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var isLeftEndpoint = path.isOpenEnded && i == 0;
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var prevPoint = path.GetPrevPoint(i);
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var nextPoint = path.GetNextPoint(i);
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var liniarLeftPosition = (prevPoint.position - controlPoint.position) / 3f;
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var isLeftTangentLinear = isLeftEndpoint || (controlPoint.localLeftTangent - liniarLeftPosition).sqrMagnitude < kEpsilon;
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if (isLeftTangentLinear)
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controlPoint.localLeftTangent = Vector3.zero;
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var isRightEndpoint = path.isOpenEnded && i == path.pointCount-1;
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var liniarRightPosition = (nextPoint.position - controlPoint.position) / 3f;
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var isRightTangentLinear = isRightEndpoint || (controlPoint.localRightTangent - liniarRightPosition).sqrMagnitude < kEpsilon;
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if (isRightTangentLinear)
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controlPoint.localRightTangent = Vector3.zero;
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if (isLeftTangentLinear && isRightTangentLinear)
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controlPoint.tangentMode = TangentMode.Linear;
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}
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else if (controlPoint.tangentMode == TangentMode.Continuous)
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{
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//TODO: ensure tangent continuity
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}
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controlPoint.StoreTangents();
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path.SetPoint(i, controlPoint);
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}
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path.localToWorldMatrix = localToWorldMatrix;
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}
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public static void SetTangentMode(this IEditablePath path, int index, TangentMode tangentMode)
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{
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var localToWorldMatrix = path.localToWorldMatrix;
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path.localToWorldMatrix = Matrix4x4.identity;
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var controlPoint = path.GetPoint(index);
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var isEndpoint = path.isOpenEnded && (index == 0 || index == path.pointCount - 1);
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var oldTangentMode = controlPoint.tangentMode;
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controlPoint.tangentMode = tangentMode;
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controlPoint.RestoreTangents();
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if (tangentMode == TangentMode.Linear)
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{
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controlPoint.localLeftTangent = Vector3.zero;
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controlPoint.localRightTangent = Vector3.zero;
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}
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else if (tangentMode == TangentMode.Continuous && !isEndpoint)
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{
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var isLeftLinear = controlPoint.localLeftTangent == Vector3.zero;
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var isRightLinear = 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) < 0.001f;
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var isLinear = isLeftLinear && isRightLinear;
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if ((isLinear || oldTangentMode == TangentMode.Broken) && !isContinous)
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{
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var prevPoint = path.GetPrevPoint(index);
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var nextPoint = path.GetNextPoint(index);
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var vLeft = prevPoint.position - controlPoint.position;
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var vRight = nextPoint.position - controlPoint.position;
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var rightDirection = Vector3.Cross(Vector3.Cross(vLeft, vRight), vLeft.normalized + vRight.normalized).normalized;
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var scale = 1f / 3f;
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if (isLeftLinear)
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controlPoint.localLeftTangent = vLeft.magnitude * scale * -rightDirection;
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else
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controlPoint.localLeftTangent = controlPoint.localLeftTangent.magnitude * -rightDirection;
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if (isRightLinear)
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controlPoint.localRightTangent = vRight.magnitude * scale * rightDirection;
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else
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controlPoint.localRightTangent = controlPoint.localRightTangent.magnitude * rightDirection;
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}
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}
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else
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{
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var isLeftLinear = controlPoint.localLeftTangent == Vector3.zero;
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var isRightLinear = controlPoint.localRightTangent == Vector3.zero;
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if (isLeftLinear || isRightLinear)
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{
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if (isLeftLinear)
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controlPoint.localLeftTangent = path.CalculateLocalLeftTangent(index);
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if (isRightLinear)
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controlPoint.localRightTangent = path.CalculateLocalRightTangent(index);
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}
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}
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controlPoint.StoreTangents();
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path.SetPoint(index, controlPoint);
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path.localToWorldMatrix = localToWorldMatrix;
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}
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public static void MirrorTangent(this IEditablePath path, int index)
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{
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var localToWorldMatrix = path.localToWorldMatrix;
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path.localToWorldMatrix = Matrix4x4.identity;
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var controlPoint = path.GetPoint(index);
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if (controlPoint.tangentMode == TangentMode.Linear)
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return;
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if (!Mathf.Approximately((controlPoint.localLeftTangent + controlPoint.localRightTangent).sqrMagnitude, 0f))
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{
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if (controlPoint.mirrorLeft)
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controlPoint.localLeftTangent = -controlPoint.localRightTangent;
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else
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controlPoint.localRightTangent = -controlPoint.localLeftTangent;
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controlPoint.StoreTangents();
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path.SetPoint(index, controlPoint);
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}
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path.localToWorldMatrix = localToWorldMatrix;
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}
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}
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}
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