private static Vector3[] ToWorld(TSSPath path, Vector3[] localPoints) { Vector3[] worldPoints = new Vector3[localPoints.Length]; for (int i = 0; i < worldPoints.Length; i++) { worldPoints[i] = TSSPathBase.ToWorld(path, localPoints[i]); } return(worldPoints); }
private Quaternion ToWorld(Quaternion localRotation) { return(TSSPathBase.ToWorld(this, localRotation)); }
private Vector3 ToWorld(Vector3 localPoint) { return(TSSPathBase.ToWorld(this, localPoint)); }