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								using System.Collections;
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								using System.Collections.Generic;
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								using Godot;
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								using System;
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								namespace Rokojori
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								{
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								  public class PointData
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								  {
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								    public bool visible = false;
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								    public Vector3 position = Vector3.Zero;
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								    public bool useGlobalPosition = true;
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								    public Quaternion rotation = Quaternion.Identity;
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								    public bool useGlobalRotation = true;
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								    public Vector3 scale = Vector3.One;
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								    public int seed;
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								    public Node3D parent;
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								    public Vector3 globalPosition => useGlobalPosition || parent == null ? 
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								                                  position : parent.ToGlobal( position );
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								    public Quaternion globalRotation => useGlobalRotation || parent == null ? 
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											2025-10-24 11:38:51 +00:00
										 
									 
								 
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								                                        rotation : parent.GlobalQuaternion() * rotation;
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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								    public Vector3 globalScale => parent == null ? scale : parent.Scale * scale;
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								    public Transform3D globalTransform3D
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								    {
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								      get 
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								      {
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								        return Math3D.TRS( globalPosition, globalRotation, globalScale );
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								      }
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								    }
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								    public void ApplyTransform( Node3D node3D )
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								    {
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								      if ( useGlobalPosition )
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								      {
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								        node3D.GlobalPosition = position;
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								      }
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								      else
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								      {
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								        node3D.Position = position;
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								      }
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								      if ( useGlobalRotation )
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								      {
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								        Math3D.SetGlobalRotationTo( node3D, rotation.GetNormalized() );
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								      }
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								      else
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								      {
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											2025-05-14 12:31:32 +00:00
										 
									 
								 
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								        node3D.Quaternion = rotation.GetNormalized();
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								      }
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								      node3D.Scale = scale;     
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								    }
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								  }
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								}
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