目录结构调整
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@@ -1,62 +0,0 @@
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using System;
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using UnityEngine;
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namespace PhysicsTools
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{
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[Serializable]
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public class ControlPoint
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{
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[Tooltip("Optional: Object")]
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public GameObject obj;
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[Tooltip("Position through which rope will pass... If Object is specified then it is the local to the object otherwise it is global position")]
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public Vector3 localPos;
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[Range(1f, 5f)]
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[Tooltip("SlackFraction: How much of the rope length should be created between two control points... If it is more than 1 then a catenary is formed between the control points")]
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public float slackFraction;
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[Tooltip("Specify whether it is attached to the control point or not")]
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public bool attached;
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public ControlPoint()
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{
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obj = null;
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slackFraction = 1f;
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attached = true;
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}
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public override string ToString()
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{
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return ((!(obj != null)) ? "Object: null" : ("Object:" + obj.ToString())) + ", Position: " + localPos.ToString() + ", SlackFraction: " + slackFraction + ", Attached: " + attached;
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}
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public bool compare(ControlPoint rhs)
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{
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if (obj != rhs.obj || localPos != rhs.localPos || slackFraction != rhs.slackFraction || attached != rhs.attached)
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{
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return false;
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}
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return true;
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}
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public ControlPoint clone()
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{
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ControlPoint controlPoint = new ControlPoint();
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controlPoint.obj = obj;
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controlPoint.localPos = localPos;
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controlPoint.slackFraction = slackFraction;
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controlPoint.attached = attached;
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return controlPoint;
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}
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public Vector3 globalPos(Rope rope)
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{
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if (obj != null)
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{
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return obj.transform.TransformPoint(localPos);
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}
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return rope.transform.TransformPoint(localPos);
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}
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}
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}
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