Class CurveUtility
A collection of methods for extracting information about BezierCurve types.
Assembly: solution.dll
Syntax
public static class CurveUtility
Methods
Name |
Description |
ApproximateLength(BezierCurve)
|
Calculate the approximate length of a BezierCurve. This is less accurate than
CalculateLength(BezierCurve, int), but can be significantly faster. Use this when accuracy is
not paramount and the curve control points are changing frequently.
|
CalculateCurveLengths(BezierCurve, DistanceToInterpolation[])
|
Populate a pre-allocated lookupTable array with distance to 't' values. The number of table entries is
dependent on the size of the passed lookupTable.
|
CalculateLength(BezierCurve, int)
|
Calculate the length of a BezierCurve by unrolling the curve into linear segments and summing
the lengths of the lines. This is equivalent to accessing GetCurveLength(int).
|
EvaluateAcceleration(BezierCurve, float)
|
Given a Bezier curve, return an interpolated acceleration at ratio t.
|
EvaluateCurvature(BezierCurve, float)
|
Given a Bezier curve, return an interpolated curvature at ratio t.
|
EvaluatePosition(BezierCurve, float)
|
Given a Bezier curve, return an interpolated position at ratio t.
|
EvaluateTangent(BezierCurve, float)
|
Given a Bezier curve, return an interpolated tangent at ratio t.
|
GetDistanceToInterpolation(BezierCurve, float)
|
Gets the normalized interpolation, (t), that corresponds to a distance on a BezierCurve.
|
GetDistanceToInterpolation<T>(T, float)
|
Return the normalized interpolation (t) corresponding to a distance on a BezierCurve. This
method accepts a look-up table (referred to in code with acronym "LUT") that may be constructed using
CalculateCurveLengths(BezierCurve, DistanceToInterpolation[]). The built-in Spline class implementations (Spline and
NativeSpline) cache these look-up tables internally.
|
GetNearestPoint(BezierCurve, Ray, int)
|
Gets the point on a BezierCurve nearest to a ray.
|
GetNearestPoint(BezierCurve, Ray, out float3, out float, int)
|
Gets the point on a BezierCurve nearest to a ray.
|
Split(BezierCurve, float, out BezierCurve, out BezierCurve)
|
Decompose a curve into two smaller curves matching the source curve.
|
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