More refactoring of code.
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@@ -25,18 +25,18 @@ namespace Game.Movement
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{
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public class Spline
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{
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public int getPointCount() { return points.Length; }
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public Vector3 getPoint(int i) { return points[i]; }
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public Vector3[] getPoints() { return points; }
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public int GetPointCount() { return points.Length; }
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public Vector3 GetPoint(int i) { return points[i]; }
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public Vector3[] GetPoints() { return points; }
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public void clear()
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public void Clear()
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{
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Array.Clear(points, 0, points.Length);
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}
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public int first() { return index_lo; }
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public int last() { return index_hi; }
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public int First() { return index_lo; }
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public int Last() { return index_hi; }
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public bool isCyclic() { return _cyclic;}
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public bool IsCyclic() { return _cyclic;}
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#region Evaluate
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public void Evaluate_Percent(int Idx, float u, out Vector3 c)
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@@ -75,18 +75,18 @@ namespace Game.Movement
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#endregion
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#region Init
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public void init_spline_custom(SplineRawInitializer initializer)
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public void InitSplineCustom(SplineRawInitializer initializer)
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{
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initializer.Initialize(ref m_mode, ref _cyclic, ref points, ref index_lo, ref index_hi);
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}
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public void init_cyclic_spline(Vector3[] controls, int count, EvaluationMode m, int cyclic_point)
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public void InitCyclicSpline(Vector3[] controls, int count, EvaluationMode m, int cyclic_point)
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{
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m_mode = m;
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_cyclic = true;
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Init_Spline(controls, count, m);
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InitSpline(controls, count, m);
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}
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public void Init_Spline(Span<Vector3> controls, int count, EvaluationMode m)
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public void InitSpline(Span<Vector3> controls, int count, EvaluationMode m)
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{
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m_mode = m;
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_cyclic = false;
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@@ -261,16 +261,16 @@ namespace Game.Movement
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}
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#endregion
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public void computeIndex(float t, ref int index, ref float u)
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public void ComputeIndex(float t, ref int index, ref float u)
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{
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//ASSERT(t >= 0.f && t <= 1.f);
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int length_ = (int)(t * length());
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index = computeIndexInBounds(length_);
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int length_ = (int)(t * Length());
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index = ComputeIndexInBounds(length_);
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//ASSERT(index < index_hi);
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u = (length_ - length(index)) / (float)length(index, index + 1);
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u = (length_ - Length(index)) / (float)Length(index, index + 1);
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}
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int computeIndexInBounds(int length_)
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int ComputeIndexInBounds(int length_)
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{
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// Temporary disabled: causes infinite loop with t = 1.f
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/*
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@@ -317,15 +317,15 @@ namespace Game.Movement
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+ vertice[2] * weights[2] + vertice[3] * weights[3];
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}
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public int length() { return lengths[index_hi];}
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public int Length() { return lengths[index_hi];}
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public int length(int first, int last) { return lengths[last] - lengths[first]; }
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public int Length(int first, int last) { return lengths[last] - lengths[first]; }
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public int length(int Idx) { return lengths[Idx]; }
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public int Length(int Idx) { return lengths[Idx]; }
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public void set_length(int i, int length) { lengths[i] = length; }
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public void Set_length(int i, int length) { lengths[i] = length; }
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public void initLengths(Initializer cacher)
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public void InitLengths(IInitializer cacher)
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{
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int i = index_lo;
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Array.Resize(ref lengths, index_hi+1);
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@@ -341,7 +341,7 @@ namespace Game.Movement
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}
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}
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public void initLengths()
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public void InitLengths()
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{
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int i = index_lo;
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int length = 0;
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@@ -353,7 +353,7 @@ namespace Game.Movement
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}
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}
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public bool empty() { return index_lo == index_hi;}
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public bool Empty() { return index_lo == index_hi;}
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int[] lengths = new int[0];
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Vector3[] points = new Vector3[0];
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