class-description
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Object
Curve3
static public int CurveLengthDivisions<>():int static public
protected Curve3 Curve3<>():Curve3 protected
public Vector3 PositionAt<>(
float t=,
t:float=,
):Vector3 public
public Quaternion RotationAt<>(
float t=,
t:float=,
):Quaternion public
public Quaternion RotationFromTangent<>(
float t=,
t:float=,
):Quaternion public
public Pose PoseAt<>(
float t=,
t:float=,
):Pose public
public Pose SmoothedPoseAt<>(
float t=,
t:float=,
float stepSize=,
stepSize:float=,
int steps=,
steps:int=,
float fallOff=,
fallOff:float=,
):Pose public
public Void SampleMultiple<>(
int numSamples=,
numSamples:int=,
List<Vector3> output=,
output:List<Vector3>=,
):Void public
public Void SampleMultiple<>(
Range range=,
range:Range=,
int numSamples=,
numSamples:int=,
List<Vector3> output=,
output:List<Vector3>=,
):Void public
public Path2 SampleXZPath<>(
int numSamples=,
numSamples:int=,
):Path2 public
public Path2 SampleXZPath<>(
Range range=,
range:Range=,
int numSamples=,
numSamples:int=,
):Path2 public
public Path2 SampleXYPath<>(
int numSamples=,
numSamples:int=,
):Path2 public
public Path2 SampleXYPath<>(
Range range=,
range:Range=,
int numSamples=,
numSamples:int=,
):Path2 public
public Void ClearCurveLengths<>():Void public
public float UtoT<>(
float normalizedCurveLength=,
normalizedCurveLength:float=,
int numCurveLengths=,
numCurveLengths:int=,
):float public
public float ComputeTforNormalizedCurveLength<>(
float normalizedCurveLength=,
normalizedCurveLength:float=,
int numCurveLengths=,
numCurveLengths:int=,
):float public
public Vector3 TangentAt<>(
float t=,
t:float=,
):Vector3 public
public Vector3 TangentAt<>(
float t=,
t:float=,
float samplingRange=,
samplingRange:float=,
):Vector3 public
public float ComputeLength<>(
int numSamples=,
numSamples:int=,
):float public
public List<FresnetFrame> ComputeFresnetFrames<>(
int segments=,
segments:int=,
bool closed=,
closed:bool=,
):List<FresnetFrame> public
public float ComputeSubLength<>(
Range range=,
range:Range=,
int numSamples=,
numSamples:int=,
):float public
public int ComputeNumSamplesFor<>(
Range range=,
range:Range=,
float minimumDistance=,
minimumDistance:float=,
int minSamples=,
minSamples:int=,
int numSamplesForLengthComputation=,
numSamplesForLengthComputation:int=,
):int public
public Vector3 GetClosestPositionTo<>(
Vector3 position=,
position:Vector3=,
int numSegments=,
numSegments:int=,
int depth=,
depth:int=,
):Vector3 public
public float GetClosestParameterTo<>(
Vector3 point=,
point:Vector3=,
int numSegments=,
numSegments:int=,
int depth=,
depth:int=,
):float public
public float GetDistanceTo<>(
Vector3 point=,
point:Vector3=,
int numSegments=,
numSegments:int=,
int depth=,
depth:int=,
):float public
protected float GetClosestParameterTo<>(
float tStart=,
tStart:float=,
float tEnd=,
tEnd:float=,
Vector3 position=,
position:Vector3=,
int numSegments=,
numSegments:int=,
int maxDepth=,
maxDepth:int=,
int currentDepth=,
currentDepth:int=,
):float protected












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