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ObjectCurve3
SplineCurve
public SplineCurve SplineCurve<>():SplineCurve public
public List<SplineCurvePoint> get_points<>():List<SplineCurvePoint> public
static public SplineCurve From<>(
List<SplineCurvePoint> points=,
points:List<SplineCurvePoint>=,
):SplineCurve static public
public Void AutoOrientateByTangents<>(
Vector3 up=,
up:Vector3=,
bool closed=,
closed:bool=,
float autoOrientationTangentAdjustment=,
autoOrientationTangentAdjustment:float=,
):Void public
public Vector3 MinPointPosition<>():Vector3 public
public Vector3 MaxPointPosition<>():Vector3 public
public SplineCurve Clone<>():SplineCurve public
public SplineCurve ApplyPose<>(
Pose pose=,
pose:Pose=,
):SplineCurve public
public SplineCurve CloneForXZ<>(
float y=,
y:float=,
):SplineCurve public
public SplineCurve CloneForXY<>(
float z=,
z:float=,
):SplineCurve public
public Vector3 GetPositionByPointIndex<>(
float pointIndex=,
pointIndex:float=,
):Vector3 public
public Pose GetPoseByPointIndex<>(
float pointIndex=,
pointIndex:float=,
):Pose public
public Quaternion GetRotationByPointIndex<>(
float pointIndex=,
pointIndex:float=,
):Quaternion public
public Transform3D GetTransformAt<>(
float normalized=,
normalized:float=,
):Transform3D public
public Transform3D GetTransformByPointIndex<>(
float pointIndex=,
pointIndex:float=,
):Transform3D public
public Vector3 GetScaleByPointIndex<>(
float pointIndex=,
pointIndex:float=,
):Vector3 public
public float TwistAt<>(
float normalized=,
normalized:float=,
):float public
public float GetTwistByPointIndex<>(
float pointIndex=,
pointIndex:float=,
):float public
public T LerpByPointIndex<>(
float pointIndex=,
pointIndex:float=,
Func<int,T> get=,
get:Func<int,T>=,
Func<T,T,float,T> lerp=,
lerp:Func<T,T,float,T>=,
):T public
public T SmoothStepByPointIndex<>(
float pointIndex=,
pointIndex:float=,
Func<int,T> get=,
get:Func<int,T>=,
Func<T,T,float,T> lerp=,
lerp:Func<T,T,float,T>=,
):T public
public Vector3 SmoothStepScaleByPointIndex<>(
float pointIndex=,
pointIndex:float=,
):Vector3 public
public float SmoothStepTwistByPointIndex<>(
float pointIndex=,
pointIndex:float=,
):float public
public Vector3 PositionAt<>(
float t=,
t:float=,
):Vector3 public
public Quaternion RotationAt<>(
float t=,
t:float=,
):Quaternion public
public float NormalizedToPointIndex<>(
float normalized=,
normalized:float=,
):float public
public float PointIndexToNormalized<>(
float pointIndex=,
pointIndex:float=,
):float public












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