C# 클래스 BezierCurves.BezierCurve3D

상속: UnityEngine.MonoBehaviour
파일 보기 프로젝트 열기: dbrizov/Unity-BezierCurves 1 사용 예제들

공개 메소드들

메소드 설명
AddKeyPoint ( ) : BezierPoint3D

Adds a key point at the end of the curve

AddKeyPointAt ( int index ) : BezierPoint3D

Add a key point at a specified index

GetApproximateLength ( ) : float
GetApproximateLengthOfCubicCurve ( BezierPoint3D startPoint, BezierPoint3D endPoint, int sampling ) : float
GetApproximateLengthOfCubicCurve ( Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, int sampling ) : float
GetBinormal ( float time, Vector3 up ) : Vector3
GetBinormalOnCubicCurve ( float time, Vector3 up, BezierPoint3D startPoint, BezierPoint3D endPoint ) : Vector3
GetBinormalOnCubicCurve ( float time, Vector3 up, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent ) : Vector3
GetCubicSegment ( float time, BezierPoint3D &startPoint, BezierPoint3D &endPoint, float &timeRelativeToSegment ) : void
GetNormal ( float time, Vector3 up ) : Vector3
GetNormalOnCubicCurve ( float time, Vector3 up, BezierPoint3D startPoint, BezierPoint3D endPoint ) : Vector3
GetNormalOnCubicCurve ( float time, Vector3 up, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent ) : Vector3
GetPoint ( float time ) : Vector3

Evaluates a position along the curve at a specified normalized time [0, 1]

GetPointOnCubicCurve ( float time, BezierPoint3D startPoint, BezierPoint3D endPoint ) : Vector3
GetPointOnCubicCurve ( float time, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent ) : Vector3
GetRotation ( float time, Vector3 up ) : Quaternion
GetRotationOnCubicCurve ( float time, Vector3 up, BezierPoint3D startPoint, BezierPoint3D endPoint ) : Quaternion
GetRotationOnCubicCurve ( float time, Vector3 up, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent ) : Quaternion
GetTangent ( float time ) : Vector3
GetTangentOnCubicCurve ( float time, BezierPoint3D startPoint, BezierPoint3D endPoint ) : Vector3
GetTangentOnCubicCurve ( float time, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent ) : Vector3
RemoveKeyPointAt ( int index ) : bool

Removes a key point at a specified index

보호된 메소드들

메소드 설명
OnDrawGizmos ( ) : void

메소드 상세

AddKeyPoint() 공개 메소드

Adds a key point at the end of the curve
public AddKeyPoint ( ) : BezierPoint3D
리턴 BezierPoint3D

AddKeyPointAt() 공개 메소드

Add a key point at a specified index
public AddKeyPointAt ( int index ) : BezierPoint3D
index int The index at which the key point will be added
리턴 BezierPoint3D

GetApproximateLength() 공개 메소드

public GetApproximateLength ( ) : float
리턴 float

GetApproximateLengthOfCubicCurve() 공개 정적인 메소드

public static GetApproximateLengthOfCubicCurve ( BezierPoint3D startPoint, BezierPoint3D endPoint, int sampling ) : float
startPoint BezierPoint3D
endPoint BezierPoint3D
sampling int
리턴 float

GetApproximateLengthOfCubicCurve() 공개 정적인 메소드

public static GetApproximateLengthOfCubicCurve ( Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, int sampling ) : float
startPosition UnityEngine.Vector3
endPosition UnityEngine.Vector3
startTangent UnityEngine.Vector3
endTangent UnityEngine.Vector3
sampling int
리턴 float

GetBinormal() 공개 메소드

public GetBinormal ( float time, Vector3 up ) : Vector3
time float
up UnityEngine.Vector3
리턴 UnityEngine.Vector3

GetBinormalOnCubicCurve() 공개 정적인 메소드

public static GetBinormalOnCubicCurve ( float time, Vector3 up, BezierPoint3D startPoint, BezierPoint3D endPoint ) : Vector3
time float
up UnityEngine.Vector3
startPoint BezierPoint3D
endPoint BezierPoint3D
리턴 UnityEngine.Vector3

GetBinormalOnCubicCurve() 공개 정적인 메소드

public static GetBinormalOnCubicCurve ( float time, Vector3 up, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent ) : Vector3
time float
up UnityEngine.Vector3
startPosition UnityEngine.Vector3
endPosition UnityEngine.Vector3
startTangent UnityEngine.Vector3
endTangent UnityEngine.Vector3
리턴 UnityEngine.Vector3

GetCubicSegment() 공개 메소드

public GetCubicSegment ( float time, BezierPoint3D &startPoint, BezierPoint3D &endPoint, float &timeRelativeToSegment ) : void
time float
startPoint BezierPoint3D
endPoint BezierPoint3D
timeRelativeToSegment float
리턴 void

GetNormal() 공개 메소드

public GetNormal ( float time, Vector3 up ) : Vector3
time float
up UnityEngine.Vector3
리턴 UnityEngine.Vector3

GetNormalOnCubicCurve() 공개 정적인 메소드

public static GetNormalOnCubicCurve ( float time, Vector3 up, BezierPoint3D startPoint, BezierPoint3D endPoint ) : Vector3
time float
up UnityEngine.Vector3
startPoint BezierPoint3D
endPoint BezierPoint3D
리턴 UnityEngine.Vector3

GetNormalOnCubicCurve() 공개 정적인 메소드

public static GetNormalOnCubicCurve ( float time, Vector3 up, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent ) : Vector3
time float
up UnityEngine.Vector3
startPosition UnityEngine.Vector3
endPosition UnityEngine.Vector3
startTangent UnityEngine.Vector3
endTangent UnityEngine.Vector3
리턴 UnityEngine.Vector3

GetPoint() 공개 메소드

Evaluates a position along the curve at a specified normalized time [0, 1]
public GetPoint ( float time ) : Vector3
time float The normalized length at which we want to get a position [0, 1]
리턴 UnityEngine.Vector3

GetPointOnCubicCurve() 공개 정적인 메소드

public static GetPointOnCubicCurve ( float time, BezierPoint3D startPoint, BezierPoint3D endPoint ) : Vector3
time float
startPoint BezierPoint3D
endPoint BezierPoint3D
리턴 UnityEngine.Vector3

GetPointOnCubicCurve() 공개 정적인 메소드

public static GetPointOnCubicCurve ( float time, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent ) : Vector3
time float
startPosition UnityEngine.Vector3
endPosition UnityEngine.Vector3
startTangent UnityEngine.Vector3
endTangent UnityEngine.Vector3
리턴 UnityEngine.Vector3

GetRotation() 공개 메소드

public GetRotation ( float time, Vector3 up ) : Quaternion
time float
up UnityEngine.Vector3
리턴 UnityEngine.Quaternion

GetRotationOnCubicCurve() 공개 정적인 메소드

public static GetRotationOnCubicCurve ( float time, Vector3 up, BezierPoint3D startPoint, BezierPoint3D endPoint ) : Quaternion
time float
up UnityEngine.Vector3
startPoint BezierPoint3D
endPoint BezierPoint3D
리턴 UnityEngine.Quaternion

GetRotationOnCubicCurve() 공개 정적인 메소드

public static GetRotationOnCubicCurve ( float time, Vector3 up, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent ) : Quaternion
time float
up UnityEngine.Vector3
startPosition UnityEngine.Vector3
endPosition UnityEngine.Vector3
startTangent UnityEngine.Vector3
endTangent UnityEngine.Vector3
리턴 UnityEngine.Quaternion

GetTangent() 공개 메소드

public GetTangent ( float time ) : Vector3
time float
리턴 UnityEngine.Vector3

GetTangentOnCubicCurve() 공개 정적인 메소드

public static GetTangentOnCubicCurve ( float time, BezierPoint3D startPoint, BezierPoint3D endPoint ) : Vector3
time float
startPoint BezierPoint3D
endPoint BezierPoint3D
리턴 UnityEngine.Vector3

GetTangentOnCubicCurve() 공개 정적인 메소드

public static GetTangentOnCubicCurve ( float time, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent ) : Vector3
time float
startPosition UnityEngine.Vector3
endPosition UnityEngine.Vector3
startTangent UnityEngine.Vector3
endTangent UnityEngine.Vector3
리턴 UnityEngine.Vector3

OnDrawGizmos() 보호된 메소드

protected OnDrawGizmos ( ) : void
리턴 void

RemoveKeyPointAt() 공개 메소드

Removes a key point at a specified index
public RemoveKeyPointAt ( int index ) : bool
index int The index of the key point that will be removed
리턴 bool