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Object
SplineCurveCreator
public SplineCurveCreator SplineCurveCreator<>():SplineCurveCreator public
public SplineCurve Create<>(
List<SplinePoint> splinePoints=,
splinePoints:List<SplinePoint>=,
bool close=,
close:bool=,
):SplineCurve public
public SplineCurve Create<>(
List<Vector3> splinePoints=,
splinePoints:List<Vector3>=,
bool close=,
close:bool=,
):SplineCurve public
static public Vector3 GetTangentDirectionSmoothed<>(
float smoothing=,
smoothing:float=,
List<SplinePoint> splinePoints=,
splinePoints:List<SplinePoint>=,
int index=,
index:int=,
bool before=,
before:bool=,
bool closed=,
closed:bool=,
):Vector3 static public
static public Vector3 GetTangentDirectionSmoothed<>(
int numSamples=,
numSamples:int=,
float smoothing=,
smoothing:float=,
List<SplinePoint> splinePoints=,
splinePoints:List<SplinePoint>=,
int index=,
index:int=,
bool before=,
before:bool=,
bool closed=,
closed:bool=,
):Vector3 static public
static public Vector3 GetTangentDirectionSmoothed<>(
int numSamples=,
numSamples:int=,
float smoothing=,
smoothing:float=,
List<SplineCurvePoint> splinePoints=,
splinePoints:List<SplineCurvePoint>=,
int index=,
index:int=,
bool before=,
before:bool=,
bool closed=,
closed:bool=,
):Vector3 static public
static public Vector3 GetTangentDirection<>(
List<SplinePoint> splinePoints=,
splinePoints:List<SplinePoint>=,
int index=,
index:int=,
bool before=,
before:bool=,
bool closed=,
closed:bool=,
):Vector3 static public
static public Vector3 GetTangentDirection<>(
List<SplineCurvePoint> splinePoints=,
splinePoints:List<SplineCurvePoint>=,
int index=,
index:int=,
bool before=,
before:bool=,
bool closed=,
closed:bool=,
float overshootPrevention=,
overshootPrevention:float=,
float tangentScale=,
tangentScale:float=,
float symmetricTangentLength=,
symmetricTangentLength:float=,
):Vector3 static public
static public Vector3 GetTangentPosition<>(
List<SplineCurvePoint> splinePoints=,
splinePoints:List<SplineCurvePoint>=,
int index=,
index:int=,
bool before=,
before:bool=,
bool closed=,
closed:bool=,
float overshootPrevention=,
overshootPrevention:float=,
float tangentScale=,
tangentScale:float=,
float symmetricTangentLength=,
symmetricTangentLength:float=,
):Vector3 static public
static public Vector3 GetTangentPosition<>(
List<Vector3> splinePoints=,
splinePoints:List<Vector3>=,
int index=,
index:int=,
bool before=,
before:bool=,
bool closed=,
closed:bool=,
float overshootPrevention=,
overshootPrevention:float=,
float tangentScale=,
tangentScale:float=,
float symmetricTangentLength=,
symmetricTangentLength:float=,
):Vector3 static public
static public Vector3 GetTangentPosition<>(
List<SplinePoint> splinePoints=,
splinePoints:List<SplinePoint>=,
int index=,
index:int=,
bool before=,
before:bool=,
bool closed=,
closed:bool=,
):Vector3 static public
static public Vector3 GetTangentPosition<>(
Vector3 point=,
point:Vector3=,
Vector3 previousPosition=,
previousPosition:Vector3=,
Vector3 nextPosition=,
nextPosition:Vector3=,
bool before=,
before:bool=,
float overshootPrevention=,
overshootPrevention:float=,
float tangentScale=,
tangentScale:float=,
float symmetricTangentLength=,
symmetricTangentLength:float=,
):Vector3 static public












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