| bool Evaluate(const uint8& spline, float t, ref float3& position, ref float3& tangent, ref float3& upVector) | PublicStatic | | 0x0C |
| bool EvaluateNurbs(float t, List<Unity.Mathematics.float3> controlPoints, List<System.Double> knotVector, int order, ref float3& position) | PublicStatic | | 0x0C |
| float[] GetNurbsBasisFunctions(int degree, float t, List<System.Double> knotVector, int span) | PrivateStatic | | 0x08 |
| float3 EvaluatePosition(const uint8& spline, float t) | PublicStatic | | 0x0C |
| float3 EvaluateTangent(const uint8& spline, float t) | PublicStatic | | 0x0C |
| float3 EvaluateUpVector(const uint8& spline, float t) | PublicStatic | | 0x0C |
| float3 CalculateUpVector(const uint8& spline, float t) | PublicStatic | | 0x0C |
| float3 CalculateUpVector(const uint8& spline, int curveIndex, float curveT) | Static+1 flags | | 0x0C |
| void EvaluateUpVectorsForCurve(const uint8& spline, int curveIndex, const NativeArray<Unity.Mathematics.float3>& upVectors) | Static+1 flags | | 0x10 |
| void EvaluateUpVectorsForCurve(const uint8& spline, int curveIndex, const float3[]& upVectors) | Static+1 flags | | 0x08 |
| float3 EvaluateAcceleration(const uint8& spline, float t) | PublicStatic | | 0x0C |
| float EvaluateCurvature(const uint8& spline, float t) | PublicStatic | | 0x04 |
| float3 EvaluateCurvatureCenter(const uint8& spline, float t) | PublicStatic | | 0x0C |
| int SplineToCurveT(const uint8& spline, float splineT, ref float& curveT) | PublicStatic | | 0x04 |
| int SplineToCurveT(const uint8& spline, float splineT, ref float& curveT, bool useLUT) | PrivateStatic | | 0x04 |
| float CurveToSplineT(const uint8& spline, float curve) | PublicStatic | | 0x04 |
| float CalculateLength(const uint8& spline, const float4x4& transform) | PublicStatic | | 0x40 |
| int GetCurveCount(const uint8& spline) | PublicStatic | | 0x04 |
| Bounds GetBounds(const uint8& spline) | PublicStatic | | 0x18 |
| Bounds GetBounds(const uint8& spline, const float4x4& transform) | PublicStatic | | 0x40 |
| int GetSegmentCount(float length, int resolution) | PublicStatic | | 0x04 |
| int GetSubdivisionCount(float length, int resolution) | PublicStatic | | 0x04 |
| 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) | PrivateStatic | | 0x0C |
| Segment GetNearestPoint(const uint8& spline, const float3& point, const Segment& range, ref float& distance, ref float3& nearest, ref float& time, int segments) | PrivateStatic | | 0x0C |
| float GetNearestPoint(const uint8& spline, const Ray& ray, ref float3& nearest, ref float& t, int resolution, int iterations) | PublicStatic | | 0x18 |
| float GetNearestPoint(const uint8& spline, const float3& point, ref float3& nearest, ref float& t, int resolution, int iterations) | PublicStatic | | 0x0C |
| float3 GetPointAtLinearDistance(const uint8& spline, float fromT, float relativeDistance, ref float& resultPointT) | PublicStatic | | 0x0C |
| float ConvertIndexUnit(const uint8& spline, float t, const PathIndexUnit& targetPathUnit) | PublicStatic | | 0x04 |
| float ConvertIndexUnit(const uint8& spline, float value, const PathIndexUnit& fromPathUnit, const PathIndexUnit& targetPathUnit) | PublicStatic | | 0x04 |
| float ConvertNormalizedIndexUnit(const uint8& spline, float t, const PathIndexUnit& targetPathUnit) | PrivateStatic | | 0x04 |
| float WrapInterpolation(float t, bool closed) | PrivateStatic | | 0x04 |
| float GetNormalizedInterpolation(const uint8& spline, float t, const PathIndexUnit& originalPathUnit) | PublicStatic | | 0x04 |
| int PreviousIndex(const uint8& spline, int index) | PublicStatic | | 0x04 |
| int NextIndex(const uint8& spline, int index) | PublicStatic | | 0x04 |
| BezierKnot Previous(const uint8& spline, int index) | PublicStatic | | 0x34 |
| BezierKnot Next(const uint8& spline, int index) | PublicStatic | | 0x34 |
| int PreviousIndex(int index, int count, bool wrap) | Static+1 flags | | 0x04 |
| int NextIndex(int index, int count, bool wrap) | Static+1 flags | | 0x04 |
| float3 GetExplicitLinearTangent(const float3& point, const float3& to) | Static+1 flags | | 0x0C |
| float3 GetExplicitLinearTangent(const BezierKnot& from, const BezierKnot& to) | Static+1 flags | | 0x34 |
| float3 GetCatmullRomTangent(const float3& previous, const float3& next) | PublicStatic | | 0x0C |
| float3 GetAutoSmoothTangent(const float3& previous, const float3& next, float tension) | PublicStatic | | 0x0C |
| float3 GetAutoSmoothTangent(const float3& previous, const float3& current, const float3& next, float tension) | PublicStatic | | 0x0C |
| float3 GetUniformAutoSmoothTangent(const float3& previous, const float3& next, float tension) | PrivateStatic | | 0x0C |
| BezierKnot GetAutoSmoothKnot(const float3& position, const float3& previous, const float3& next) | PublicStatic | | 0x34 |
| BezierKnot GetAutoSmoothKnot(const float3& position, const float3& previous, const float3& next, const float3& normal) | PublicStatic | | 0x34 |
| BezierKnot GetAutoSmoothKnot(const float3& position, const float3& previous, const float3& next, const float3& normal, float tension) | PublicStatic | | 0x34 |
| quaternion GetKnotRotation(const float3& tangent, const float3& normal) | Static+1 flags | | 0x10 |
| void SetPivot(SplineContainer container, const Vector3& position) | PublicStatic | | 0x0C |
| bool FitSplineToPoints(List<Unity.Mathematics.float3> points, float errorThreshold, bool closed, ref Spline& spline) | PublicStatic | | 0x08 |
| 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) | PrivateStatic | | 0x0C |
| float3 CalculatePreferredNormalForDirection(const float3& splineDirection) | PrivateStatic | | 0x0C |
| float3 CalculateCenterTangent(const float3& prevPoint, const float3& centerPoint, const float3& nextPoint) | PrivateStatic | | 0x0C |
| float3 Bernstein(float t, const float3[]& bezier, int degree) | PrivateStatic | | 0x0C |
| Spline GenerateSplineFromTValues(IReadOnlyList<Unity.Mathematics.float3> allPoints, int rangeStart, int rangeEnd, bool closed, const float[]& tValues, const float3& leftTangent, const float3& rightTangent) | PrivateStatic | | 0x0C |
| ValueTuple<System.Single ComputeMaxError(IReadOnlyList<Unity.Mathematics.float3> allPoints, int rangeStart, int rangeEnd, const float3[]& positions, float errorThreshold, bool splineClosed) | PrivateStatic | | 0x08 |
| Spline AddSpline(const uint8& container) | PublicStatic | | 0x08 |
| void AddSpline(const uint8& container, Spline spline) | PublicStatic | | 0x08 |
| bool RemoveSplineAt(const uint8& container, int splineIndex) | PublicStatic | | 0x04 |
| bool RemoveSpline(const uint8& container, Spline spline) | PublicStatic | | 0x08 |
| bool ReorderSpline(const uint8& container, int previousSplineIndex, int newSplineIndex) | PublicStatic | | 0x04 |
| bool IsIndexValid(const uint8& container, const SplineKnotIndex& index) | Static+1 flags | | 0x08 |
| void SetLinkedKnotPosition(const uint8& container, const SplineKnotIndex& index) | PublicStatic | | 0x08 |
| void LinkKnots(const uint8& container, const SplineKnotIndex& knotA, const SplineKnotIndex& knotB) | PublicStatic | | 0x08 |
| void UnlinkKnots(const uint8& container, IReadOnlyList<UnityEngine.Splines.SplineKnotIndex> knots) | PublicStatic | | 0x08 |
| bool AreKnotLinked(ISplineContainer container, const SplineKnotIndex& knotA, const SplineKnotIndex& knotB) | PublicStatic | | 0x08 |
| void CopyKnotLinks(const uint8& container, int srcSplineIndex, int destSplineIndex) | PublicStatic | | 0x04 |
| List<Unity.Mathematics.float3> ReducePoints(const uint8& line, float epsilon) | PublicStatic | | 0x08 |
| void ReducePoints(const uint8& line, List<Unity.Mathematics.float3> results, float epsilon) | PublicStatic | | 0x08 |
| bool AreTangentsModifiable(const TangentMode& mode) | Static+1 flags | | 0x04 |
| void ReverseFlow(ISplineContainer container, int splineIndex) | PublicStatic | | 0x08 |
| void ReverseFlow(const SplineInfo& splineInfo) | PublicStatic | | 0x18 |
| void ReverseFlow(Spline spline) | PublicStatic | | 0x08 |
| SplineKnotIndex JoinSplinesOnKnots(ISplineContainer container, const SplineKnotIndex& mainKnot, const SplineKnotIndex& otherKnot) | PublicStatic | | 0x08 |
| SplineKnotIndex DuplicateKnot(ISplineContainer container, const SplineKnotIndex& originalKnot, int targetIndex) | Static+1 flags | | 0x08 |
| void DuplicateSpline(ISplineContainer container, const SplineKnotIndex& fromKnot, const SplineKnotIndex& toKnot, ref int& newSplineIndex) | PublicStatic | | 0x08 |
| SplineKnotIndex SplitSplineOnKnot(ISplineContainer container, const SplineKnotIndex& knotInfo) | PublicStatic | | 0x08 |