public override IArkableSpline CreateNewSpline() { GameObject game = new GameObject(); IArkableSpline spline = game.AddComponent <MeaninglessTestWrapper3.TestLinearCubicSpline3DPlaneDynamicJob>(); return(spline); }
public override IArkableSpline CreateNewSpline() { GameObject game = new GameObject(); IArkableSpline spline = game.AddComponent <MeaninglessTestWrapper.TestLinearCubic2DSpline2DSimpleJob>(); return(spline); }
public override void CompareProgressEquals(IArkableSpline spline, float progress, float3 expectedPoint, float tolerance = 0.00001f) => s_splineBase.CompareProgressEquals(spline as ISpline2D, progress, expectedPoint, tolerance);
public override void CompareProgressNotEquals(IArkableSpline spline, float progress, float3 expectedPoint) => s_splineBase.CompareProgressNotEquals(spline as ISpline2D, progress, expectedPoint);
public override float3 GetProgressLocal(IArkableSpline spline, float progress) => s_splineBase.GetProgressWorld(spline as ISpline2D, progress);
public override void UpdateControlPoint(IArkableSpline spline, int index, float3 newPoint, SplinePoint pointType) => s_splineBase.UpdateControlPoint(spline as ISpline2D, index, newPoint, pointType);
public override float3 GetControlPoint(IArkableSpline spline, int index, SplinePoint pointType) => s_splineBase.GetControlPoint(spline as ISpline2D, index, pointType);
public override void InsertControlPointLocalSpace(IArkableSpline spline, int index, float3 point) => s_splineBase.InsertControlPointWorldSpace(spline as ISpline2D, index, point);
public override void AddControlPointLocalSpace(IArkableSpline spline, float3 point) => s_splineBase.AddControlPointLocalSpace(spline as ISpline2D, point);