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    Struct BezierKnot

    This struct contains position and tangent data for a knot. The position is a scalar point and the tangents are vectors. The Spline class stores a collection of BezierKnot that form a series of connected BezierCurve. Each knot contains a Position, Tangent In, and Tangent Out. When a spline is not closed, the first and last knots will contain an extraneous tangent (in and out, respectively).

    Implements
    ISerializationCallbackReceiver
    IEquatable<BezierKnot>
    Inherited Members
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: UnityEngine.Splines
    Assembly: solution.dll
    Syntax
    [Serializable]
    public struct BezierKnot : ISerializationCallbackReceiver, IEquatable<BezierKnot>

    Constructors

    Name Description
    BezierKnot(float3)

    Create a new BezierKnot struct.

    BezierKnot(float3, float3, float3)

    Creates a new BezierKnot struct.

    BezierKnot(float3, float3, float3, quaternion)

    Create a new BezierKnot struct.

    Fields

    Name Description
    Position

    The position of the knot. On a cubic Bezier curve, this is equivalent to P0 or P3, depending on whether this knot is forming the first or second control point of the curve.

    Rotation

    Rotation of the knot.

    TangentIn

    The tangent vector that leads into this knot. On a cubic Bezier curve, this value is used to calculate P2 when used as the second knot in a curve.

    TangentOut

    The tangent vector that follows this knot. On a cubic Bezier curve, this value is used to calculate P1 when used as the first knot in a curve.

    Methods

    Name Description
    Equals(object)

    Compare against an object for equality.

    Equals(BezierKnot)

    Compare two knots for equality.

    GetHashCode()

    Calculate a hash code for this knot.

    OnAfterDeserialize()

    See ISerializationCallbackReceiver.

    OnBeforeSerialize()

    See ISerializationCallbackReceiver.

    ToString()

    Create a string with the values of this knot.

    Transform(float4x4)

    Multiply the position and tangents by a matrix.

    Operators

    Name Description
    operator +(BezierKnot, float3)

    Knot position addition. This operation only applies to the position, tangents and rotation are unmodified.

    operator -(BezierKnot, float3)

    Knot position subtraction. This operation only applies to the position, tangents and rotation are unmodified.

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