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								using Godot;
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								using Rokojori;
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								using System.Collections.Generic;
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								namespace Rokojori
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								{  
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								  public enum SplinePointTangentMode
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								  {
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								    Automatic,
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								    Custom
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								  }
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								  [System.Serializable]
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								  public class Tangent
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								  {
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								    [Export]
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								    public Node3D node3D;
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								    [Export( PropertyHint.Range, "0,2" )]
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								    public float weight = 0.5f;
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								  }
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								  [Tool]
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								  [GlobalClass]
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								  public partial class SplinePoint : Node3D
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								#if TOOLS 
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								 , GizmoDrawerWithHandles
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								#endif
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								  {
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								#if TOOLS
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											2025-06-27 05:12:53 +00:00
										 
									 
								 
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								    [ExportGroup("Editor")]
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								    [Export]
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								    public float editorSplinePointSize = 0.1f;
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											2024-09-14 06:41:52 +00:00
										 
									 
								 
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								    public void DrawGizmo( EditorNode3DGizmoPlugin gizmoPlugin, EditorNode3DGizmo gizmo )
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								    {
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								      gizmo.Clear();
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								      var mesh = new SphereMesh();
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								      var size = editorSplinePointSize;
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								      mesh.Radius = size;
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								      mesh.Height = size * 2f;
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								      var transform = new Transform3D();
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								      transform.Basis = Basis.Identity;
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								      transform.Origin = Vector3.Zero;
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								      var material = gizmoPlugin.GetMaterial( "main", gizmo );
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								      gizmo.AddMesh( mesh, material, transform );
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								      gizmo.AddHandles( new Vector3[]{ Vector3.Zero }, material, new int[]{} );
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								    }
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								    public string GetHandleName( EditorNode3DGizmo gizmo, int handleId, bool secondary )
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								    {
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								      return "";
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								    }
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								    Vector3 startDragPosition = Vector3.Zero;
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								    public Variant GetHandleValue( EditorNode3DGizmo gizmo, int handleId, bool secondary )
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								    {
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								      startDragPosition = GlobalPosition;
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								      return Variant.From( GlobalPosition );
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								    }
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								    public void SetHandle( EditorNode3DGizmo gizmo, int id, bool secondary, Camera3D camera, Vector2 point )
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								    {
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								      var xzPlane = new Godot.Plane( Vector3.Up, startDragPosition );
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								      var cameraDirection = camera.ProjectLocalRayNormal( point );
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								      var intersection = xzPlane.IntersectsRay( camera.GlobalPosition, cameraDirection );
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								      if ( intersection == null )
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								      {
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								        return;
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								      }
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								      GlobalPosition = (Vector3) intersection;
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								    } 
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								    public void CommitHandle( EditorNode3DGizmo gizmo, int id, bool secondary, Variant restore, bool cancel )
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								    {
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								    }
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								#endif
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											2024-11-12 08:03:36 +00:00
										 
									 
								 
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								    [Export]
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								    public float twist = 0;
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								    [Export]
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								    public SplinePointTangentMode tangentMode;
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								    [Export]
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								    public Node3D tangentBefore;
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								    [Export( PropertyHint.Range, "0,2" )]
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								    public float tangentBeforeWeight = 1;
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								    [Export]
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								    public Node3D tangentNext;
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								    [Export( PropertyHint.Range, "0,2" )]
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								    public float tangentNextWeight = 1;
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								    [Export( PropertyHint.Range, "0,1")]
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								    public float overshootPrevention = 0.5f;
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								    [Export( PropertyHint.Range, "0,3")]
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								    public float tangentScale = 1f;
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								    [Export( PropertyHint.Range, "0,1")]
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								    public float symmetricTangentLength = 0f;
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								  }
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								}
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