Added NavMesh link support.
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parent
ac200e9085
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6b0748c755
@ -6,6 +6,9 @@ using System.IO;
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using System.Text;
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using Unity.Mathematics;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.AI.Navigation;
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using UnityEngine.AI;
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namespace FrameJosh.SplineImporter
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{
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@ -22,91 +25,97 @@ namespace FrameJosh.SplineImporter
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if (GUILayout.Button("Import Spline"))
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{
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SplineImporter splineImporter = target as SplineImporter;
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var splineImporter = (SplineImporter)target;
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splineImporter.name = splineImporter.splineData.name;
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SplineData splineData = JsonUtility.FromJson<SplineData>(splineImporter.splineData.text);
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SplineContainer splineContainer = splineImporter.GetComponent<SplineContainer>();
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foreach (UnityEngine.Splines.Spline thisSpline in splineContainer.Splines)
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splineContainer.RemoveSpline(thisSpline);
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foreach (SplineData.Spline thisDataSpline in splineData.splines)
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var splineData = JsonUtility.FromJson<SplineData>(splineImporter.splineData.text);
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var splineContainer = splineImporter.GetComponent<SplineContainer>();
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foreach (var thisSpline in splineContainer.Splines) splineContainer.RemoveSpline(thisSpline);
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#if COM_UNITY_AI_NAVIGATION
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Undo.IncrementCurrentGroup();
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var children = (from Transform child in splineImporter.transform select child.gameObject).ToList();
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children.ForEach(Undo.DestroyObjectImmediate);
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#endif
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foreach (var thisDataSpline in splineData.splines)
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{
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UnityEngine.Splines.Spline thisSpline = splineContainer.AddSpline();
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var thisSpline = splineContainer.AddSpline();
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thisSpline.Closed = thisDataSpline.closed;
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foreach (ControlPoint thisControlPoint in thisDataSpline.controlPoints)
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foreach (var thisControlPoint in thisDataSpline.controlPoints)
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{
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Vector3 position = PositionToVector(thisControlPoint.position);
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var position = thisControlPoint.position;
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var handleL = thisControlPoint.handleL;
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var handleR = thisControlPoint.handleR;
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var rotation = Quaternion.LookRotation((float3)handleR - position, Vector3.up) *
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Quaternion.AngleAxis(-thisControlPoint.tilt, Vector3.forward);
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Vector3 handleL = PositionToVector(thisControlPoint.handleL);
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float3x3 rotationMatrix = new(rotation);
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Vector3 handleR = PositionToVector(thisControlPoint.handleR);
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Quaternion rotation = Quaternion.LookRotation(handleR - position, Vector3.up) * Quaternion.AngleAxis(-thisControlPoint.tilt, Vector3.forward);
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float3x3 rotationMatrix = new float3x3(rotation);
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thisSpline.Add(new()
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{
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Position = position * splineImporter.scale,
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Rotation = rotation,
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TangentIn = ((Vector3)math.mul(handleL - position, rotationMatrix)) * splineImporter.scale,
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TangentOut = ((Vector3)math.mul(handleR - position, rotationMatrix)) * splineImporter.scale
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},
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TangentMode.Broken);
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thisSpline.Add(new BezierKnot
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{
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Position = position * splineImporter.scale,
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Rotation = rotation,
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TangentIn = math.mul((float3)handleL - position, rotationMatrix) * splineImporter.scale,
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TangentOut = math.mul((float3)handleR - position, rotationMatrix) * splineImporter.scale
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},
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TangentMode.Broken);
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}
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#if COM_UNITY_AI_NAVIGATION
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if (thisDataSpline.closed) continue;
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var go = new GameObject
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{
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transform =
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{
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parent = splineImporter.transform
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}
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};
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var link = go.AddComponent<NavMeshLink>();
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var startPoint = thisDataSpline.controlPoints[0].position * splineImporter.scale;
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if (NavMesh.SamplePosition(startPoint, out var startHit, 2f, NavMesh.AllAreas))
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startPoint = startHit.position;
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var endPoint = thisDataSpline.controlPoints[^1].position * splineImporter.scale;
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if (NavMesh.SamplePosition(endPoint, out var endHit, 2f, NavMesh.AllAreas))
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endPoint = endHit.position;
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link.startPoint = startPoint;
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link.endPoint = endPoint;
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Undo.RegisterCreatedObjectUndo(go, $"Create link from {startPoint} to {endPoint}");
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#endif
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}
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}
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if (GUILayout.Button("Export Spline"))
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{
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SplineImporter splineImporter = target as SplineImporter;
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var splineImporter = (SplineImporter)target;
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if (!splineImporter.splineData)
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{
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string path = "Assets" + EditorUtility.SaveFilePanel("Save .JSON", "", "New Spline.json", "json").Substring(Application.dataPath.Length);
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var path = "Assets" +
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EditorUtility.SaveFilePanel("Save .JSON", "", "New Spline.json", "json")[
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Application.dataPath.Length..];
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if (path.Length > 0)
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{
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File.WriteAllBytes(path, Encoding.ASCII.GetBytes(""));
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AssetDatabase.Refresh();
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TextAsset textAsset = AssetDatabase.LoadAssetAtPath(path, typeof(TextAsset)) as TextAsset;
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var textAsset = AssetDatabase.LoadAssetAtPath(path, typeof(TextAsset)) as TextAsset;
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splineImporter.splineData = textAsset;
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}
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else return;
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}
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SplineContainer splineContainer = splineImporter.GetComponent<SplineContainer>();
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SplineData splineData = new();
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splineData.splines = new SplineData.Spline[splineContainer.Splines.Count];
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List<SplineData.Spline> dataSplines = new();
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foreach (UnityEngine.Splines.Spline thisSpline in splineContainer.Splines)
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var splineContainer = splineImporter.GetComponent<SplineContainer>();
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SplineData splineData = new()
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{
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splines = new Spline[splineContainer.Splines.Count]
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};
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List<Spline> dataSplines = new();
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foreach (var thisSpline in splineContainer.Splines)
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{
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List<ControlPoint> controlPoints = new();
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foreach (BezierKnot thisBezierKnot in thisSpline.Knots)
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foreach (var thisBezierKnot in thisSpline.Knots)
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{
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Position position = VectorToPosition(thisBezierKnot.Position);
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float3x3 rotationMatrix = new float3x3(Quaternion.Inverse(thisBezierKnot.Rotation));
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Position handleL = VectorToPosition(math.mul(thisBezierKnot.TangentIn, rotationMatrix) + thisBezierKnot.Position);
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Position handleR = VectorToPosition(math.mul(thisBezierKnot.TangentOut, rotationMatrix) + thisBezierKnot.Position);
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controlPoints.Add(new()
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Position position = thisBezierKnot.Position;
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float3x3 rotationMatrix = new(Quaternion.Inverse(thisBezierKnot.Rotation));
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Position handleL = math.mul(thisBezierKnot.TangentIn, rotationMatrix) + thisBezierKnot.Position;
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Position handleR = math.mul(thisBezierKnot.TangentOut, rotationMatrix) +
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thisBezierKnot.Position;
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controlPoints.Add(new ControlPoint
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{
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position = position,
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handleL = handleL,
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@ -114,7 +123,7 @@ namespace FrameJosh.SplineImporter
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});
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}
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dataSplines.Add(new()
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dataSplines.Add(new Spline
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{
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controlPoints = controlPoints.ToArray(),
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closed = thisSpline.Closed
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@ -123,12 +132,14 @@ namespace FrameJosh.SplineImporter
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splineData.splines = dataSplines.ToArray();
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File.WriteAllText(AssetDatabase.GetAssetPath(splineImporter.splineData), JsonUtility.ToJson(splineData, true));
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File.WriteAllText(AssetDatabase.GetAssetPath(splineImporter.splineData),
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JsonUtility.ToJson(splineData, true));
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AssetDatabase.Refresh();
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}
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}
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}
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[RequireComponent(typeof(SplineContainer))]
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#endif
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public class SplineImporter : MonoBehaviour
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@ -136,22 +147,7 @@ namespace FrameJosh.SplineImporter
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#if UNITY_EDITOR
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public TextAsset splineData;
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public float3 scale = new (1f, 1f, 1f);
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public static Vector3 PositionToVector(Position position)
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{
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return new(position.x, position.z, position.y);
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}
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public static Position VectorToPosition(Vector3 vector)
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{
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return new()
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{
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x = vector.x,
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y = vector.z,
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z = vector.y
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};
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}
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public float3 scale = new(1f, 1f, 1f);
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#endif
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}
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#if UNITY_EDITOR
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@ -162,21 +158,31 @@ namespace FrameJosh.SplineImporter
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public struct Position
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{
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public float x;
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public float y;
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public float z;
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public static implicit operator Position(float3 vector)
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{
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return new Position
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{
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x = vector.x,
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y = vector.z,
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z = vector.y
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};
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}
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public static implicit operator float3(Position vector)
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{
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return new float3(vector.x, vector.z, vector.y);
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}
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}
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[Serializable]
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public struct ControlPoint
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{
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public Position position;
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public Position handleL;
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public Position handleR;
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public float tilt;
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}
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@ -188,7 +194,7 @@ namespace FrameJosh.SplineImporter
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public bool closed;
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}
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public Spline[] splines = new Spline[0];
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public Spline[] splines = Array.Empty<Spline>();
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}
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#endif
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}
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@ -3,7 +3,8 @@
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"rootNamespace": "",
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"references": [
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"Unity.Splines",
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"Unity.Mathematics"
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"Unity.Mathematics",
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"Unity.AI.Navigation"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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@ -12,6 +13,12 @@
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"versionDefines": [
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{
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"name": "com.unity.ai.navigation",
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"expression": "",
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"define": "COM_UNITY_AI_NAVIGATION"
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}
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],
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"noEngineReferences": false
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}
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@ -1,13 +1,14 @@
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{
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"name": "ru.shazbot.spline-importer",
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"version": "2.0.2",
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"version": "3.0.0",
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"displayName": "Spline Importer",
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"description": "Import and export splines between Blender and Unity.",
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"unity": "2021.3",
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"dependencies": {
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"com.unity.modules.jsonserialize": "1.0.0",
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"com.unity.mathematics": "1.2.6",
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"com.unity.splines": "2.5.1"
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},
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},
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"author": {
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"name": "Alexander Filippov",
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"email": "alexander@shazbot.ru",
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