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@@ -303,9 +303,19 @@ void Path3DGizmo::redraw() {
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}
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const Transform3D *r = frames.ptr();
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+
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Vector<Vector3> _collision_segments;
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+ _collision_segments.resize((sample_count - 1) * 2);
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+ Vector3 *_collisions_ptr = _collision_segments.ptrw();
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+
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Vector<Vector3> bones;
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+ bones.resize(sample_count * 4);
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+ Vector3 *bones_ptr = bones.ptrw();
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+
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Vector<Vector3> ribbon;
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+ ribbon.resize(sample_count);
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+ Vector3 *ribbon_ptr = ribbon.ptrw();
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+
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for (int i = 0; i < sample_count; i++) {
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const Vector3 p1 = r[i].origin;
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const Vector3 side = r[i].basis.get_column(0);
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@@ -313,23 +323,25 @@ void Path3DGizmo::redraw() {
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const Vector3 forward = r[i].basis.get_column(2);
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// Collision segments.
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- if (i != sample_count) {
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+ if (i != sample_count - 1) {
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const Vector3 p2 = r[i + 1].origin;
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- _collision_segments.push_back(p1);
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- _collision_segments.push_back(p2);
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+ _collisions_ptr[(i * 2)] = p1;
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+ _collisions_ptr[(i * 2) + 1] = p2;
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}
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// Path3D as a ribbon.
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- ribbon.push_back(p1);
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+ ribbon_ptr[i] = p1;
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// Fish Bone.
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const Vector3 p_left = p1 + (side + forward - up * 0.3) * 0.06;
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const Vector3 p_right = p1 + (-side + forward - up * 0.3) * 0.06;
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- bones.push_back(p1);
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- bones.push_back(p_left);
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- bones.push_back(p1);
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- bones.push_back(p_right);
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+ const int bone_idx = i * 4;
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+
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+ bones_ptr[bone_idx] = p1;
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+ bones_ptr[bone_idx + 1] = p_left;
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+ bones_ptr[bone_idx + 2] = p1;
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+ bones_ptr[bone_idx + 3] = p_right;
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}
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add_collision_segments(_collision_segments);
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