@tool extends Path3D class_name RoadPath @export_tool_button("update_control_points") var action = update_control_points func modulo_get_point_position(i): return curve.get_point_position(posmod(i, curve.point_count)) func update_control_points(): if curve.point_count < 2: return # ## Start point: out control based on next point #var dir = (curve.get_point_position(1) - curve.get_point_position(0)).normalized() #var tangent_length = dir.length() / 3 # #curve.set_point_out(0, dir * tangent_length) # Intermediate points: in and out controls based on adjacent points for i in range(0, curve.point_count): var prev = modulo_get_point_position(i) - modulo_get_point_position(i - 1) var next = modulo_get_point_position(i + 1) - modulo_get_point_position(i) var prev_dir = prev.normalized() var next_dir = next.normalized() var tangent_length = next.length() / 3 var tangent = (prev_dir + next_dir) tangent.y = 0 tangent = tangent.normalized() curve.set_point_in(i, -tangent * tangent_length) curve.set_point_out(i, tangent * tangent_length)