Add ultimate xr
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Assets/UltimateXR/Runtime/Scripts/Animation/Splines/UxrSpline.cs
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260
Assets/UltimateXR/Runtime/Scripts/Animation/Splines/UxrSpline.cs
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="UxrSpline.cs" company="VRMADA">
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// Copyright (c) VRMADA, All rights reserved.
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// </copyright>
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// --------------------------------------------------------------------------------------------------------------------
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using System.Collections.Generic;
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using UnityEngine;
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namespace UltimateXR.Animation.Splines
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{
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/// <summary>
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/// Spline base class. We use splines to interpolate smoothly between a set of points.
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/// Interpolation can be done using the traditional t [0.0f, 1.0f] parameter and also distances to allow
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/// arc-length evaluation.
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/// </summary>
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public abstract partial class UxrSpline
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{
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#region Public Types & Data
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/// <summary>
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/// Gets whether the spline contains valid data in order to evaluate the curve.
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/// </summary>
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public abstract bool HasValidData { get; }
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/// <summary>
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/// Gets the actual length of the curve.
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/// </summary>
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public float ArcLength => _arcLength;
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/// <summary>
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/// Gets whether the spline contains valid data in order to evaluate the curve using arc length parametrization.
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/// </summary>
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public bool HasValidArcLengthData => HasValidData && _precomputedSamples != null && _precomputedSamples.Count > 0;
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/// <summary>
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/// Number of curve samples that are going to be pre-computed in order to enable arc length parametrization.
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/// This method must be called before creating the spline and will enable EvaluateUsingArcLength() calls.
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/// For short splines the default value is enough. For very long splines it may be required to increase the
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/// sample count.
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/// </summary>
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public int UsePrecomputedSampleCount { get; set; } = DefaultPrecomputedSampleCount;
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#endregion
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#region Public Methods
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/// <summary>
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/// Evaluates the curve
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/// </summary>
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/// <param name="t">Interpolation parameter [0.0f, 1.0f]</param>
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/// <param name="position">Interpolated point</param>
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/// <returns>Success or failure</returns>
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public abstract bool Evaluate(float t, out Vector3 position);
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/// <summary>
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/// Evaluates the curve
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/// </summary>
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/// <param name="t">Interpolation parameter [0.0f, 1.0f]</param>
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/// <param name="position">Interpolated point</param>
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/// <param name="direction">Interpolated point direction vector</param>
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/// <returns>Success or failure</returns>
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public bool Evaluate(float t, out Vector3 position, out Vector3 direction)
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{
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position = Vector3.zero;
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direction = Vector3.zero;
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if (!HasValidData)
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{
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return false;
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}
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// First the out of range cases. Needed because direction needs distance between the evaluated points.
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// If we have ArcLength information it's helpful to map distance to interpolation value.
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// Otherwise we risk guessing an interpolation value which may or may not be precise enough.
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float distanceT = HasValidArcLengthData ? EvalDirectionDistanceArcLength * ArcLength : EvalDirectionDistanceT;
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if (t < 0.0f)
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{
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Evaluate(0.0f, out position);
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Evaluate(distanceT, out Vector3 positionTo);
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direction = (positionTo - position).normalized;
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return true;
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}
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if (t > 1.0f)
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{
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Evaluate(1.0f, out position);
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Evaluate(1.0f - distanceT, out Vector3 positionFrom);
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direction = (position - positionFrom).normalized;
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return true;
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}
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// Evaluate position
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if (!Evaluate(t, out position))
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{
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return false;
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}
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// Evaluate a position a little bit further, to get the direction (see EvalDirectionDistance constant).
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if (!Evaluate(t + EvalDirectionDistanceT, out Vector3 position2))
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{
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return false;
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}
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// Compute direction vector and normalize
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direction = (position2 - position).normalized;
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return true;
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}
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/// <summary>
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/// Evaluates the curve using arc-length parametrization
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/// </summary>
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/// <param name="distance">Distance parameter [0.0f, ArcLength]</param>
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/// <param name="position">Interpolated point</param>
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/// <returns>Success or failure</returns>
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public bool EvaluateUsingArcLength(float distance, out Vector3 position)
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{
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position = Vector3.zero;
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if (!HasValidArcLengthData)
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{
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return false;
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}
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// Search using the cache
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int foundPos;
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for (foundPos = _cachedIndexA; foundPos >= 0 && foundPos < _precomputedSamples.Count - 1;)
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{
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if (distance < _precomputedSamples[foundPos].Distance)
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{
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--foundPos;
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}
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else if (distance > _precomputedSamples[foundPos + 1].Distance)
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{
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++foundPos;
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}
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else
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{
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break;
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}
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}
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foundPos = Mathf.Clamp(foundPos, 0, _precomputedSamples.Count - 2);
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// 0.0f <= segmentT <= 1.0f. It will tell us where in between the two pre-computed points our point lies.
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float segmentT = (distance - _precomputedSamples[foundPos].Distance)
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/ (_precomputedSamples[foundPos + 1].Distance - _precomputedSamples[foundPos].Distance);
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// 0.0f <= t <= 1.0f. It will tell us which "t" to use to evaluate our curve.
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float t = Mathf.Lerp(_precomputedSamples[foundPos].LerpT, _precomputedSamples[foundPos + 1].LerpT, segmentT);
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// Update cache
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_cachedIndexA = foundPos;
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_cachedArcLength = _precomputedSamples[foundPos].Distance;
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// Evaluate our curve!
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return Evaluate(t, out position);
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}
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/// <summary>
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/// Evaluates the curve using arc-length parametrization
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/// </summary>
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/// <param name="distance">Distance parameter [0.0f, ArcLength]</param>
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/// <param name="position">Interpolated point</param>
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/// <param name="direction">Interpolated point direction vector</param>
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/// <returns>Success or failure</returns>
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public bool EvaluateUsingArcLength(float distance, out Vector3 position, out Vector3 direction)
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{
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position = Vector3.zero;
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direction = Vector3.zero;
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if (!HasValidArcLengthData)
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{
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return false;
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}
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// Early tests. Needed because we need two points with distance between them to compute the direction vector.
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if (distance <= 0.0f)
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{
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Evaluate(0.0f, out position);
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EvaluateUsingArcLength(EvalDirectionDistanceArcLength, out Vector3 positionTo);
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direction = (positionTo - position).normalized;
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return true;
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}
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if (distance >= _arcLength)
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{
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Evaluate(1.0f, out position);
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EvaluateUsingArcLength(1.0f - EvalDirectionDistanceArcLength, out Vector3 positionFrom);
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direction = (position - positionFrom).normalized;
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return true;
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}
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// Evaluate position
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if (!EvaluateUsingArcLength(distance, out position))
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{
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return false;
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}
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// Evaluate a position a little bit further, to get the direction (see EvalDirectionDistance constant)
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if (!EvaluateUsingArcLength(distance + EvalDirectionDistanceArcLength, out Vector3 position2))
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{
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return false;
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}
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// Compute direction vector and normalize
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direction = (position2 - position).normalized;
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return true;
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}
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#endregion
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#region Protected Methods
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/// <summary>
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/// Pre-computes a set of samples that will enable to evaluate the curve using arc-length parametrization.
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/// </summary>
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protected void ComputeArcLengthSamples()
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{
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_precomputedSamples = new List<Sample>();
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_arcLength = 0.0f;
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Vector3 lastPos = Vector3.zero;
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for (int i = 0; i < UsePrecomputedSampleCount; ++i)
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{
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float t = i / (UsePrecomputedSampleCount - 1.0f);
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Evaluate(t, out Vector3 position);
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if (i > 0)
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{
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_arcLength += Vector3.Distance(lastPos, position);
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}
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_precomputedSamples.Add(new Sample(t, _arcLength, position));
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lastPos = position;
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}
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_cachedIndexA = 0;
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_cachedArcLength = 0.0f;
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}
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#endregion
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#region Private Types & Data
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private const int DefaultPrecomputedSampleCount = 100;
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private const float EvalDirectionDistanceT = 0.005f;
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private const float EvalDirectionDistanceArcLength = 0.005f;
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private float _arcLength;
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private List<Sample> _precomputedSamples;
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private int _cachedIndexA;
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private float _cachedArcLength;
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#endregion
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}
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}
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