Class CurveUtility
A collection of methods for extracting information about BezierCurve types.
Inherited Members
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. |