/// <summary> Splits bezier path into array of vertices along the path.</summary> ///<param name="maxAngleError">How much can the angle of the path change before a vertex is added. This allows fewer vertices to be generated in straighter sections.</param> ///<param name="minVertexDst">Vertices won't be added closer together than this distance, regardless of angle error.</param> public VertexPath(BezierPath bezierPath, Transform transform, float maxAngleError = 0.3f, float minVertexDst = 0) : this(bezierPath, VertexPathUtility.SplitBezierPathByAngleError(bezierPath, maxAngleError, minVertexDst, VertexPath.accuracy), transform) { }
/// <summary> Splits bezier path into array of vertices along the path.</summary> ///<param name="maxAngleError">How much can the angle of the path change before a vertex is added. This allows fewer vertices to be generated in straighter sections.</param> ///<param name="minVertexDst">Vertices won't be added closer together than this distance, regardless of angle error.</param> ///<param name="accuracy">Higher value means the change in angle is checked more frequently.</param> public VertexPath(BezierPath bezierPath, Transform transform, float vertexSpacing) : this(bezierPath, VertexPathUtility.SplitBezierPathEvenly(bezierPath, Mathf.Max(vertexSpacing, minVertexSpacing), VertexPath.accuracy), transform) { }
/// <summary> Splits bezier path into array of vertices along the path.</summary> ///<param name="maxAngleError">How much can the angle of the path change before a vertex is added. This allows fewer vertices to be generated in straighter sections.</param> ///<param name="minVertexDst">Vertices won't be added closer together than this distance, regardless of angle error.</param> ///<param name="accuracy">Higher value means the change in angle is checked more frequently.</param> public VertexPath(BezierPath bezierPath, float vertexSpacing) : this( bezierPath, VertexPathUtility.SplitBezierPathEvenly(bezierPath, Mathf.Max(vertexSpacing, MinVertexSpacing), Accuracy)) { }
/// <summary> Splits bezier path into array of vertices along the path.</summary> ///<param name="maxAngleError">How much can the angle of the path change before a vertex is added. This allows fewer vertices to be generated in straighter sections.</param> ///<param name="minVertexDst">Vertices won't be added closer together than this distance, regardless of angle error.</param> public VertexPath(BezierPath bezierPath, float maxAngleError = 0.3f, float minVertexDst = 0) : this( bezierPath, VertexPathUtility.SplitBezierPathByAngleError(bezierPath, maxAngleError, minVertexDst, Accuracy)) { }