cull(engine-cleanup): pass-8 phase-2 cascade round 1
[trim] fully-unreachable files deleted: 6 [trim] files edited: 55, files deleted: 0, nodes removed: 244 [type-trim] files edited: 1, types removed: 1 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -158,30 +158,6 @@ public class MotionUtils
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}
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}
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public static Vector3[] GetBezierQuad(Vector3 p0, Vector3 p1, Vector3 p2, int div)
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{
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Vector3[] array = new Vector3[div];
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for (int i = 0; i < div; i++)
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{
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float num = (float)i / (float)(div - 1);
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float num2 = 1f - num;
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array[i] = new Vector3(num2 * num2 * p0.x + 2f * num2 * num * p1.x + num * num * p2.x, num2 * num2 * p0.y + 2f * num2 * num * p1.y + num * num * p2.y, num2 * num2 * p0.z + 2f * num2 * num * p1.z + num * num * p2.z);
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}
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return array;
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}
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public static Vector3[] GetBezierCubic(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, int div)
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{
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Vector3[] array = new Vector3[div];
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for (int i = 0; i < div; i++)
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{
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float num = (float)i / (float)(div - 1);
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float num2 = 1f - num;
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array[i] = new Vector3(num2 * num2 * num2 * p0.x + 3f * num2 * num2 * num * p1.x + 3f * num2 * num * num * p2.x + num * num * num * p3.x, num2 * num2 * num2 * p0.y + 3f * num2 * num2 * num * p1.y + 3f * num2 * num * num * p2.y + num * num * num * p3.y, num2 * num2 * num2 * p0.z + 3f * num2 * num2 * num * p1.z + 3f * num2 * num * num * p2.z + num * num * num * p3.z);
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}
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return array;
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}
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public static void SetLayerAll(GameObject obj, int layer)
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{
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obj.layer = layer;
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