Zdexby TheHolyOneZ
36,909 classes
Class

SplineUtility

: Object
UnityEngine.Splines.SplineUtility, Unity.Splines 0x0010 (16 B) inherited 0x0010 Unity.Splines.dll
0x00x0010

Members 8

OffsetSizeNameTypeFlagsDefault
—0x04k_SubdivisionCountMinintPrivateStatic+1 flags6
—0x04k_SubdivisionCountMaxintPrivateStatic+1 flags1024
—0x04DefaultTensionfloatPublicStatic+1 flags1051372203
—0x04CatmullRomTensionfloatPublicStatic+1 flags1056964608
—0x04PickResolutionMinintPublicStatic+1 flags2
—0x04PickResolutionDefaultintPublicStatic+1 flags4
—0x04PickResolutionMaxintPublicStatic+1 flags64
—0x04DrawResolutionDefaultintPublicStatic+1 flags10

Functions 77

SignatureFlagsNativeParams
bool Evaluate(const uint8& spline, float t, ref float3& position, ref float3& tangent, ref float3& upVector)PublicStatic0x0C
bool EvaluateNurbs(float t, List<Unity.Mathematics.float3> controlPoints, List<System.Double> knotVector, int order, ref float3& position)PublicStatic0x0C
float[] GetNurbsBasisFunctions(int degree, float t, List<System.Double> knotVector, int span)PrivateStatic0x08
float3 EvaluatePosition(const uint8& spline, float t)PublicStatic0x0C
float3 EvaluateTangent(const uint8& spline, float t)PublicStatic0x0C
float3 EvaluateUpVector(const uint8& spline, float t)PublicStatic0x0C
float3 CalculateUpVector(const uint8& spline, float t)PublicStatic0x0C
float3 CalculateUpVector(const uint8& spline, int curveIndex, float curveT)Static+1 flags0x0C
void EvaluateUpVectorsForCurve(const uint8& spline, int curveIndex, const NativeArray<Unity.Mathematics.float3>& upVectors)Static+1 flags0x10
void EvaluateUpVectorsForCurve(const uint8& spline, int curveIndex, const float3[]& upVectors)Static+1 flags0x08
float3 EvaluateAcceleration(const uint8& spline, float t)PublicStatic0x0C
float EvaluateCurvature(const uint8& spline, float t)PublicStatic0x04
float3 EvaluateCurvatureCenter(const uint8& spline, float t)PublicStatic0x0C
int SplineToCurveT(const uint8& spline, float splineT, ref float& curveT)PublicStatic0x04
int SplineToCurveT(const uint8& spline, float splineT, ref float& curveT, bool useLUT)PrivateStatic0x04
float CurveToSplineT(const uint8& spline, float curve)PublicStatic0x04
float CalculateLength(const uint8& spline, const float4x4& transform)PublicStatic0x40
int GetCurveCount(const uint8& spline)PublicStatic0x04
Bounds GetBounds(const uint8& spline)PublicStatic0x18
Bounds GetBounds(const uint8& spline, const float4x4& transform)PublicStatic0x40
int GetSegmentCount(float length, int resolution)PublicStatic0x04
int GetSubdivisionCount(float length, int resolution)PublicStatic0x04
Segment GetNearestPoint(const uint8& spline, const float3& ro, const float3& rd, const Segment& range, ref float& distance, ref float3& nearest, ref float& time, int segments)PrivateStatic0x0C
Segment GetNearestPoint(const uint8& spline, const float3& point, const Segment& range, ref float& distance, ref float3& nearest, ref float& time, int segments)PrivateStatic0x0C
float GetNearestPoint(const uint8& spline, const Ray& ray, ref float3& nearest, ref float& t, int resolution, int iterations)PublicStatic0x18
float GetNearestPoint(const uint8& spline, const float3& point, ref float3& nearest, ref float& t, int resolution, int iterations)PublicStatic0x0C
float3 GetPointAtLinearDistance(const uint8& spline, float fromT, float relativeDistance, ref float& resultPointT)PublicStatic0x0C
float ConvertIndexUnit(const uint8& spline, float t, const PathIndexUnit& targetPathUnit)PublicStatic0x04
float ConvertIndexUnit(const uint8& spline, float value, const PathIndexUnit& fromPathUnit, const PathIndexUnit& targetPathUnit)PublicStatic0x04
float ConvertNormalizedIndexUnit(const uint8& spline, float t, const PathIndexUnit& targetPathUnit)PrivateStatic0x04
float WrapInterpolation(float t, bool closed)PrivateStatic0x04
float GetNormalizedInterpolation(const uint8& spline, float t, const PathIndexUnit& originalPathUnit)PublicStatic0x04
int PreviousIndex(const uint8& spline, int index)PublicStatic0x04
int NextIndex(const uint8& spline, int index)PublicStatic0x04
BezierKnot Previous(const uint8& spline, int index)PublicStatic0x34
BezierKnot Next(const uint8& spline, int index)PublicStatic0x34
int PreviousIndex(int index, int count, bool wrap)Static+1 flags0x04
int NextIndex(int index, int count, bool wrap)Static+1 flags0x04
float3 GetExplicitLinearTangent(const float3& point, const float3& to)Static+1 flags0x0C
float3 GetExplicitLinearTangent(const BezierKnot& from, const BezierKnot& to)Static+1 flags0x34
float3 GetCatmullRomTangent(const float3& previous, const float3& next)PublicStatic0x0C
float3 GetAutoSmoothTangent(const float3& previous, const float3& next, float tension)PublicStatic0x0C
float3 GetAutoSmoothTangent(const float3& previous, const float3& current, const float3& next, float tension)PublicStatic0x0C
float3 GetUniformAutoSmoothTangent(const float3& previous, const float3& next, float tension)PrivateStatic0x0C
BezierKnot GetAutoSmoothKnot(const float3& position, const float3& previous, const float3& next)PublicStatic0x34
BezierKnot GetAutoSmoothKnot(const float3& position, const float3& previous, const float3& next, const float3& normal)PublicStatic0x34
BezierKnot GetAutoSmoothKnot(const float3& position, const float3& previous, const float3& next, const float3& normal, float tension)PublicStatic0x34
quaternion GetKnotRotation(const float3& tangent, const float3& normal)Static+1 flags0x10
void SetPivot(SplineContainer container, const Vector3& position)PublicStatic0x0C
bool FitSplineToPoints(List<Unity.Mathematics.float3> points, float errorThreshold, bool closed, ref Spline& spline)PublicStatic0x08
bool FitSplineToPointsStepInternal(IReadOnlyList<Unity.Mathematics.float3> allPoints, int rangeStart, int rangeEnd, const float3& leftTangent, const float3& rightTangent, float errorThreshold, bool closed, bool splineClosed, ref Spline& spline)PrivateStatic0x0C
float3 CalculatePreferredNormalForDirection(const float3& splineDirection)PrivateStatic0x0C
float3 CalculateCenterTangent(const float3& prevPoint, const float3& centerPoint, const float3& nextPoint)PrivateStatic0x0C
float3 Bernstein(float t, const float3[]& bezier, int degree)PrivateStatic0x0C
Spline GenerateSplineFromTValues(IReadOnlyList<Unity.Mathematics.float3> allPoints, int rangeStart, int rangeEnd, bool closed, const float[]& tValues, const float3& leftTangent, const float3& rightTangent)PrivateStatic0x0C
ValueTuple<System.Single ComputeMaxError(IReadOnlyList<Unity.Mathematics.float3> allPoints, int rangeStart, int rangeEnd, const float3[]& positions, float errorThreshold, bool splineClosed)PrivateStatic0x08
Spline AddSpline(const uint8& container)PublicStatic0x08
void AddSpline(const uint8& container, Spline spline)PublicStatic0x08
bool RemoveSplineAt(const uint8& container, int splineIndex)PublicStatic0x04
bool RemoveSpline(const uint8& container, Spline spline)PublicStatic0x08
bool ReorderSpline(const uint8& container, int previousSplineIndex, int newSplineIndex)PublicStatic0x04
bool IsIndexValid(const uint8& container, const SplineKnotIndex& index)Static+1 flags0x08
void SetLinkedKnotPosition(const uint8& container, const SplineKnotIndex& index)PublicStatic0x08
void LinkKnots(const uint8& container, const SplineKnotIndex& knotA, const SplineKnotIndex& knotB)PublicStatic0x08
void UnlinkKnots(const uint8& container, IReadOnlyList<UnityEngine.Splines.SplineKnotIndex> knots)PublicStatic0x08
bool AreKnotLinked(ISplineContainer container, const SplineKnotIndex& knotA, const SplineKnotIndex& knotB)PublicStatic0x08
List<Unity.Mathematics.float3> ReducePoints(const uint8& line, float epsilon)PublicStatic0x08
void ReducePoints(const uint8& line, List<Unity.Mathematics.float3> results, float epsilon)PublicStatic0x08
bool AreTangentsModifiable(const TangentMode& mode)Static+1 flags0x04
void ReverseFlow(ISplineContainer container, int splineIndex)PublicStatic0x08
void ReverseFlow(const SplineInfo& splineInfo)PublicStatic0x18
void ReverseFlow(Spline spline)PublicStatic0x08
SplineKnotIndex JoinSplinesOnKnots(ISplineContainer container, const SplineKnotIndex& mainKnot, const SplineKnotIndex& otherKnot)PublicStatic0x08
SplineKnotIndex DuplicateKnot(ISplineContainer container, const SplineKnotIndex& originalKnot, int targetIndex)Static+1 flags0x08
void DuplicateSpline(ISplineContainer container, const SplineKnotIndex& fromKnot, const SplineKnotIndex& toKnot, ref int& newSplineIndex)PublicStatic0x08
SplineKnotIndex SplitSplineOnKnot(ISplineContainer container, const SplineKnotIndex& knotInfo)PublicStatic0x08