Converted SplinePlus to Mathematics Library
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@ -413,8 +413,8 @@ Transform:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 304474437}
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m_LocalRotation: {x: 0, y: 0.905946, z: 0, w: -0.42339325}
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m_LocalPosition: {x: 2.304097, y: 0, z: -2.9640856}
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m_LocalRotation: {x: 0, y: 0.905946, z: 0, w: -0.42339322}
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m_LocalPosition: {x: 2.3040967, y: 0, z: -2.9640856}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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@ -19,7 +19,7 @@ namespace FrameJosh.SplineImporter.Samples
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{
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if (!splinePlus) return;
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splinePlus.Evaluate(anchor, distance, out Vector3 position, out Quaternion rotation);
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splinePlus.Evaluate(anchor, distance, out float3 position, out quaternion rotation);
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transform.position = position;
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@ -1,3 +1,4 @@
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using Unity.Mathematics;
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using UnityEngine;
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namespace FrameJosh.SplineImporter.Samples
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@ -12,7 +13,7 @@ namespace FrameJosh.SplineImporter.Samples
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{
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if (!splinePlus) return;
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splinePlus.GetNearestPoint(transform.position, out Vector3 position, out _);
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splinePlus.GetNearestPoint(transform.position, out float3 position, out _);
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Gizmos.DrawCube(position, Vector3.one * cubeSize);
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}
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