Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEngine;
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namespace Oculus.Interaction.Samples
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{
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public class LocomotionTutorialTurnVisual : MonoBehaviour
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{
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[SerializeField, Range(-1f, 1f)]
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private float _value;
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[SerializeField, Range(0f, 1f)]
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private float _progress;
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[Header("Visual renderers")]
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[SerializeField]
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private Renderer _leftArrow;
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[SerializeField]
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private Renderer _rightArrow;
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[SerializeField]
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private TubeRenderer _leftTrail;
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[SerializeField]
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private TubeRenderer _rightTrail;
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[SerializeField]
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private MaterialPropertyBlockEditor _leftMaterialBlock;
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[SerializeField]
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private MaterialPropertyBlockEditor _rightMaterialBlock;
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[Header("Visual parameters")]
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[SerializeField]
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private float _verticalOffset = 0.02f;
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public float VerticalOffset
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{
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get => _verticalOffset;
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set => _verticalOffset = value;
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}
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[SerializeField]
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private float _radius = 0.07f;
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[SerializeField]
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private float _margin = 2f;
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[SerializeField]
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private float _trailLength = 15f;
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[SerializeField]
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private float _maxAngle = 45f;
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[SerializeField]
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private float _railGap = 0.005f;
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[SerializeField]
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private float _squeezeLength = 5f;
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[SerializeField]
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private Color _disabledColor = new Color(1f, 1f, 1f, 0.2f);
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public Color DisabledColor
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{
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get => _disabledColor;
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set => _disabledColor = value;
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}
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[SerializeField]
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private Color _enabledColor = new Color(1f, 1f, 1f, 0.6f);
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public Color EnabledColor
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{
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get => _enabledColor;
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set => _enabledColor = value;
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}
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[SerializeField]
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private Color _highligtedColor = new Color(1f, 1f, 1f, 1f);
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public Color HighligtedColor
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{
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get => _highligtedColor;
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set => _highligtedColor = value;
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}
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private const float _degreesPerSegment = 1f;
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private static readonly Quaternion _rotationCorrectionLeft = Quaternion.Euler(0f, -90f, 0f);
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private static readonly int _colorShaderPropertyID = Shader.PropertyToID("_Color");
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protected bool _started;
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protected virtual void Start()
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{
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this.BeginStart(ref _started);
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this.AssertField(_leftTrail, nameof(_leftTrail));
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this.AssertField(_rightTrail, nameof(_rightTrail));
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this.AssertField(_leftArrow, nameof(_leftArrow));
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this.AssertField(_rightArrow, nameof(_rightArrow));
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this.AssertField(_leftMaterialBlock, nameof(_leftMaterialBlock));
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this.AssertField(_rightMaterialBlock, nameof(_rightMaterialBlock));
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InitializeVisuals();
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this.EndStart(ref _started);
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}
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protected virtual void OnEnable()
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{
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_leftTrail.enabled = true;
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_rightTrail.enabled = true;
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_leftArrow.enabled = true;
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_rightArrow.enabled = true;
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}
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protected virtual void OnDisable()
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{
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_leftTrail.enabled = false;
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_rightTrail.enabled = false;
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_leftArrow.enabled = false;
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_rightArrow.enabled = false;
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}
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protected virtual void Update()
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{
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UpdateArrows();
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UpdateColors();
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}
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private void InitializeVisuals()
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{
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TubePoint[] trailPoints = InitializeSegment(new Vector2(_margin, _maxAngle + _squeezeLength));
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_leftTrail.RenderTube(trailPoints, Space.Self);
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_rightTrail.RenderTube(trailPoints, Space.Self);
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}
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private void UpdateArrows()
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{
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float value = _value;
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float angle = Mathf.Lerp(0f, _maxAngle, Mathf.Abs(value));
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bool isLeft = value < 0;
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bool isRight = value > 0;
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bool follow = false;
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float squeeze = Mathf.Lerp(0f, _squeezeLength, _progress);
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angle = Mathf.Max(angle, _trailLength);
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UpdateArrowPosition(isRight ? angle + squeeze : _trailLength, _rightArrow.transform);
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RotateTrail(follow && isRight ? angle - _trailLength : 0f, _rightTrail);
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UpdateTrail(isRight ? (follow ? _trailLength : angle) + squeeze : _trailLength, _rightTrail);
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UpdateArrowPosition(isLeft ? -angle - squeeze : -_trailLength, _leftArrow.transform);
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RotateTrail(follow && isLeft ? -angle + _trailLength : 0f, _leftTrail);
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UpdateTrail(isLeft ? (follow ? _trailLength : angle) + squeeze : _trailLength, _leftTrail);
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}
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private void UpdateArrowPosition(float angle, Transform arrow)
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{
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Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.up);
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arrow.localPosition = rotation * Vector3.forward * _radius;
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arrow.localRotation = rotation * _rotationCorrectionLeft;
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}
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private void RotateTrail(float angle, TubeRenderer trail)
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{
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trail.transform.localRotation = Quaternion.AngleAxis(angle, Vector3.up);
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}
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private void UpdateTrail(float angle, TubeRenderer trail)
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{
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float max = _maxAngle + _squeezeLength;
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float segmentLenght = trail.TotalLength;
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float start = -100;
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float end = (max - angle - _margin) / max;
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trail.StartFadeThresold = segmentLenght * start;
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trail.EndFadeThresold = segmentLenght * end;
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trail.InvertThreshold = false;
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trail.RedrawFadeThresholds();
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}
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private void UpdateColors()
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{
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bool isSelection = Mathf.Abs(_progress) >= 1f;
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bool isLeft = _value < 0;
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bool isRight = _value > 0;
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Color activeColor = isSelection? _highligtedColor : _enabledColor;
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_leftMaterialBlock.MaterialPropertyBlock.SetColor(_colorShaderPropertyID, isLeft ? activeColor : _disabledColor);
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_rightMaterialBlock.MaterialPropertyBlock.SetColor(_colorShaderPropertyID, isRight ? activeColor : _disabledColor);
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_leftMaterialBlock.UpdateMaterialPropertyBlock();
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_rightMaterialBlock.UpdateMaterialPropertyBlock();
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}
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private TubePoint[] InitializeSegment(Vector2 minMax)
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{
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float lowLimit = minMax.x;
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float upLimit = minMax.y;
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int segments = Mathf.RoundToInt(Mathf.Repeat(upLimit - lowLimit, 360f) / _degreesPerSegment);
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TubePoint[] tubePoints = new TubePoint[segments];
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float segmentLenght = 1f / segments;
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for (int i = 0; i < segments; i++)
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{
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Quaternion rotation = Quaternion.AngleAxis(-i * _degreesPerSegment - lowLimit, Vector3.up);
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tubePoints[i] = new TubePoint()
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{
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position = rotation * Vector3.forward * _radius,
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rotation = rotation * _rotationCorrectionLeft,
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relativeLength = i * segmentLenght
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};
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}
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return tubePoints;
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}
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}
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}
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