public override ILoopingSpline CreateNewSpline() { GameObject game = new GameObject(); ILoopingSpline spline = game.AddComponent <MeaninglessTestWrapper3.TestLinearCubicSpline3DDynamicJob>(); return(spline); }
public override ILoopingSpline CreateNewSpline() { GameObject game = new GameObject(); ILoopingSpline spline = game.AddComponent <MeaninglessTestWrapper2.TestLinearCubic2DSpline2DSimple>(); return(spline); }
public override void CompareProgressNotEquals(ILoopingSpline spline, float progress, float3 expectedPoint) => s_splineBase.CompareProgressNotEquals(spline as ISpline2D, progress, expectedPoint);
public override float3 GetProgressLocal(ILoopingSpline spline, float progress) => s_splineBase.GetProgressLocal(spline as ISpline2D, progress);
public override void CompareProgressEquals(ILoopingSpline spline, float progress, float3 expectedPoint, float tolerance = 0.00001f) => s_splineBase.CompareProgressEquals(spline as ISpline2D, progress, expectedPoint, tolerance);
public override void UpdateControlPoint(ILoopingSpline spline, int index, float3 newPoint, SplinePoint pointType) => s_splineBase.UpdateControlPoint(spline as ISpline2D, index, newPoint, pointType);
public override float3 GetControlPoint(ILoopingSpline spline, int index, SplinePoint pointType) => s_splineBase.GetControlPoint(spline as ISpline2D, index, pointType);
public override void InsertControlPointLocalSpace(ILoopingSpline spline, int index, float3 point) => s_splineBase.InsertControlPointWorldSpace(spline as ISpline2D, index, point);
public override void AddControlPointLocalSpace(ILoopingSpline spline, float3 point) => s_splineBase.AddControlPointLocalSpace(spline as ISpline2D, point);
public override float3 GetProgressWorld(ILoopingSpline spline, float progress) => s_splineBase.GetProgressWorld(spline as ISpline3DPlane, progress);