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using UnityEngine;
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/// <summary>
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/// regulare snap performed in free move
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/// </summary>
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public class DefaultSnapBehavior : ISnapBehavior
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{
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public bool TrySnap(BlockEditContext ctx)
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{
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if (ctx.TargetSocket == null) return false;
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if (ctx.MySocket != null && !ctx.TargetSocket.CanAccept(ctx.MySocket)) return false;
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if (ctx.MySocket != null)
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{
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// 1. Primary Alignment: Align the exact socket normals
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Vector3 myNormal = ctx.MySocket.GetNormal().normalized;
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Vector3 targetNormal = -ctx.TargetSocket.GetNormal().normalized;
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Quaternion primaryRot = Quaternion.FromToRotation(myNormal, targetNormal);
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ctx.GhostTransform.rotation = primaryRot * ctx.GhostTransform.rotation;
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// 2. Secondary Alignment: Align the 'Up' (or Forward) vectors to prevent random twisting/rolling
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Vector3 mySecondary = Mathf.Abs(Vector3.Dot(ctx.MySocket.transform.up, targetNormal)) < 0.9f
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? ctx.MySocket.transform.up
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: ctx.MySocket.transform.forward;
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Vector3 targetSecondary = Mathf.Abs(Vector3.Dot(ctx.TargetSocket.transform.up, -targetNormal)) < 0.9f
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? ctx.TargetSocket.transform.up
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: ctx.TargetSocket.transform.forward;
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// Project secondary vectors onto the flat plane between the sockets
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Vector3 projectedMySecondary = Vector3.ProjectOnPlane(mySecondary, targetNormal).normalized;
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Vector3 projectedTargetSecondary = Vector3.ProjectOnPlane(targetSecondary, targetNormal).normalized;
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if (projectedMySecondary != Vector3.zero && projectedTargetSecondary != Vector3.zero)
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{
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// Find the twist angle needed to align the secondary axes
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float angle = Vector3.SignedAngle(projectedMySecondary, projectedTargetSecondary, targetNormal);
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// Snap to the nearest 45 degrees to allow manual 'R' rotations to persist!
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float correction = angle - Mathf.Round(angle / 45f) * 45f;
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// Rotate the ghost around its own pivot (since we haven't translated yet)
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ctx.GhostTransform.rotation = Quaternion.AngleAxis(correction, targetNormal) * ctx.GhostTransform.rotation;
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}
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// 3. Translate the ghost so the sockets physically touch
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ctx.GhostTransform.position +=
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ctx.TargetSocket.transform.position - ctx.MySocket.transform.position;
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}
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else
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{
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Transform pivot = ctx.AttachPoint != null ? ctx.AttachPoint : ctx.GhostTransform;
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Vector3 pivotOffset = pivot.position - ctx.GhostTransform.position;
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ctx.GhostTransform.position = ctx.TargetSocket.transform.position - pivotOffset;
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}
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return true;
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}
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}
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