public BezierSplinePoint(Vector3 p, Vector3 c1, Vector3 c2, SplinePointType t) { m_point = p; m_prevctrl = c1; m_nextctrl = c2; m_type = t; }
public void InsertPoint(int idx, Vector3 pos, SplinePointType type, Vector3 cp1, Vector3 cp2) { if (idx < 0 || idx > m_points.Count) { throw(new IndexOutOfRangeException()); } m_points.Insert(idx, new BezierSpline.BezierSplinePoint(pos, cp1, cp2, type)); }
public void InsertPoint(int idx, Vector3 pos, SplinePointType type, Vector3 cp1, Vector3 cp2) { if(idx < 0 || idx > m_points.Count) { throw(new IndexOutOfRangeException()); } m_points.Insert(idx, new BezierSpline.BezierSplinePoint(pos, cp1, cp2, type)); }
public void AppendPoint(Vector3 pos, SplinePointType type, Vector3 cp1, Vector3 cp2) { m_points.Add(new BezierSpline.BezierSplinePoint(pos, cp1, cp2, type)); }
public BezierSplinePoint(Vector3 p, Vector3 c1, Vector3 c2, SplinePointType t) { m_point = p; m_prevctrl = c1; m_nextctrl = c2; m_type = t; }
public void AppendPoint(Vector3 pos, SplinePointType type, Vector3 cp1, Vector3 cp2) { m_points.Add(new BezierSpline.BezierSplinePoint(pos, cp1, cp2, type)); }