public static CalculateRanges ( float minTime, float maxTime, float rangeStart, float rangeEnd, WrapMode preWrapMode, WrapMode postWrapMode ) : ].float[ | ||
minTime | float | |
maxTime | float | |
rangeStart | float | |
rangeEnd | float | |
preWrapMode | WrapMode | |
postWrapMode | WrapMode | |
return | ].float[ |
private Vector3[] GetPoints(float minTime, float maxTime) { List <Vector3> list = new List <Vector3>(); if (this.m_Curve.length == 0) { return(list.ToArray()); } list.Capacity = 1000 + this.m_Curve.length; float[,] array = NormalCurveRenderer.CalculateRanges(minTime, maxTime, this.rangeStart, this.rangeEnd, this.preWrapMode, this.postWrapMode); for (int i = 0; i < array.GetLength(0); i++) { this.AddPoints(ref list, array[i, 0], array[i, 1], minTime, maxTime); } if (list.Count > 0) { for (int j = 1; j < list.Count; j++) { if (list[j].x < list[j - 1].x) { list.RemoveAt(j); j--; } } } return(list.ToArray()); }
private Vector3[] GetPoints(float minTime, float maxTime) { List <Vector3> points = new List <Vector3>(); if (this.m_Curve.length == 0) { return(points.ToArray()); } points.Capacity = 1000 + this.m_Curve.length; float[,] ranges = NormalCurveRenderer.CalculateRanges(minTime, maxTime, this.rangeStart, this.rangeEnd, this.preWrapMode, this.postWrapMode); for (int index = 0; index < ranges.GetLength(0); ++index) { this.AddPoints(ref points, ranges[index, 0], ranges[index, 1], minTime, maxTime); } if (points.Count > 0) { for (int index = 1; index < points.Count; ++index) { if ((double)points[index].x < (double)points[index - 1].x) { points.RemoveAt(index); --index; } } } return(points.ToArray()); }
private void CalculateCurves(float minTime, float maxTime) { this.points = new SortedDictionary <float, Vector3>(); float[,] ranges = NormalCurveRenderer.CalculateRanges(minTime, maxTime, this.rangeStart, this.rangeEnd, this.preWrapMode, this.postWrapMode); for (int index = 0; index < ranges.GetLength(0); ++index) { this.AddPoints(ranges[index, 0], ranges[index, 1]); } }
private void CalculateCurves(float minTime, float maxTime) { this.points = new SortedDictionary <float, Vector3>(); float[,] array = NormalCurveRenderer.CalculateRanges(minTime, maxTime, this.rangeStart, this.rangeEnd, this.preWrapMode, this.postWrapMode); for (int i = 0; i < array.GetLength(0); i++) { this.AddPoints(array[i, 0], array[i, 1]); } }
private void CalculateCurves(float minTime, float maxTime) { points = new SortedDictionary <float, Vector3>(); float[,] ranges = NormalCurveRenderer.CalculateRanges(minTime, maxTime, rangeStart, rangeEnd, preWrapMode, postWrapMode); for (int i = 0; i < ranges.GetLength(0); i++) { AddPoints(ranges[i, 0], ranges[i, 1]); } }