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    Class CurveUtility

    A collection of methods for extracting information about BezierCurve types.

    Inheritance
    object
    CurveUtility
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: UnityEngine.Splines
    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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