/// <summary>Constructs a new named animation curve.</summary> /// <param name="name">Name of the curve.</param> /// <param name="flags">Flags that describe the animation curve.</param> /// <param name="curve">Curve containing the animation data.</param> public NamedQuaternionCurve(string name, AnimationCurveFlags flags, QuaternionCurve curve) { this.name = name; this.flags = (AnimationCurveFlags)0; this.curve = curve; }
/// <summary>Registers a new curve used for animating rotation.</summary> /// <param name="name"> /// Unique name of the curve. This name will be used mapping the curve to the relevant bone in a skeleton, if any. /// </param> /// <param name="curve">Curve to add to the clip.</param> public void AddRotationCurve(string name, QuaternionCurve curve) { Internal_addRotationCurve(mCachedPtr, name, curve); }
private static extern void Internal_addRotationCurve(IntPtr thisPtr, string name, QuaternionCurve curve);
private static extern Vector3Curve Internal_quaternionToEulerCurve(QuaternionCurve quatCurve);
/// <summary>Converts a curve in quaternions into a curve using euler angles (in degrees).</summary> public static Vector3Curve QuaternionToEulerCurve(QuaternionCurve quatCurve) { return(Internal_quaternionToEulerCurve(quatCurve)); }
private static extern void Internal_TAnimationCurve(QuaternionCurve managedInstance, KeyFrameQuat[] keyframes);