/// <summary>Registers a new curve used for animating scale.</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 AddScaleCurve(string name, Vector3Curve curve) { Internal_addScaleCurve(mCachedPtr, name, curve); }
private static extern void Internal_TAnimationCurve(Vector3Curve managedInstance, KeyFrameVec3[] keyframes);
private static extern void Internal_addScaleCurve(IntPtr thisPtr, string name, Vector3Curve curve);
private static extern void Internal_TDistribution2(Vector3Distribution managedInstance, Vector3Curve curve);
private static extern void Internal_TDistribution3(Vector3Distribution managedInstance, Vector3Curve minCurve, Vector3Curve maxCurve);
/// <summary>Creates a new distribution that evaluates a curve.</summary> public Vector3Distribution(Vector3Curve curve) { Internal_TDistribution2(this, curve); }
/// <summary>Creates a new distribution that returns a random value in a range determined by two curves.</summary> public Vector3Distribution(Vector3Curve minCurve, Vector3Curve maxCurve) { Internal_TDistribution3(this, minCurve, maxCurve); }
private static extern QuaternionCurve Internal_eulerToQuaternionCurve(Vector3Curve eulerCurve);
private static extern AnimationCurve[] Internal_splitCurve3D(Vector3Curve compoundCurve);
/// <summary>Splits a Vector3 curve into three individual curves, one for each component.</summary> public static AnimationCurve[] SplitCurve3D(Vector3Curve compoundCurve) { return(Internal_splitCurve3D(compoundCurve)); }
/// <summary>Converts a curve in euler angles (in degrees) into a curve using quaternions.</summary> public static QuaternionCurve EulerToQuaternionCurve(Vector3Curve eulerCurve) { return(Internal_eulerToQuaternionCurve(eulerCurve)); }
private static extern QuaternionCurve Internal_eulerToQuaternionCurve(Vector3Curve eulerCurve, EulerAngleOrder order);
/// <summary>Converts a curve in euler angles (in degrees) into a curve using quaternions.</summary> public static QuaternionCurve EulerToQuaternionCurve(Vector3Curve eulerCurve, EulerAngleOrder order = EulerAngleOrder.YXZ) { return(Internal_eulerToQuaternionCurve(eulerCurve, order)); }
/// <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 NamedVector3Curve(string name, AnimationCurveFlags flags, Vector3Curve curve) { this.name = name; this.flags = (AnimationCurveFlags)0; this.curve = curve; }