wHiteRabbiT-sTudio Framework
wHiteRabbiT.Unity.Splines.SplineElement Class Reference

Public Member Functions

void ActualizeWorldToLocalMatrix ()
 
List< ControlPointGetControlPoints ()
 
virtual Vector3 SplinePosition (float t)
 
virtual Vector3 SplinePosition (float t, out float Speed)
 
virtual void AddControlPoint (Vector3 Pos, Quaternion Rot)
 
virtual void RemoveControlPoint ()
 
virtual float FindNearestPC2PassesLocal (Vector3 p, int PrecisionByControlPoint)
 
virtual float FindNearestPCWorld (Vector3 p, float minPC, float maxPC, int NbDiscret)
 
virtual float FindNearestPCLocal (Vector3 p, float minPC, float maxPC, int NbDiscret)
 
virtual Vector3 FindNearestPointLocal (Vector3 p, float minPC, float maxPC, int NbDiscret)
 
virtual Vector3 FindNearestDirectionLocal (Vector3 p, int NbDiscret, float dt, out Vector3 Direction)
 
virtual void InfluenceDirection (Vector3 p, int NbDiscret, ref Vector3 dir, ref float ttWeight)
 Return the influence world direction of the spline for a world point More...
 
virtual Vector3 Move (Vector3 Pos, float Dist, float dt, int NbStep, int NbDiscret, out Vector3 Direction)
 
virtual float MovePC (float PC, float dPC, float Dist, int NbStepMax)
 

Public Attributes

Vector2 sPos
 
bool Foldout0
 
int iHover = -1
 
Transform parent
 
bool FixeXAxis
 
bool FixeYAxis
 
bool FixeZAxis
 
Matrix4x4 DeformMatrix = Matrix4x4.identity
 
Matrix4x4 WorldToLocalMatrix
 
Matrix4x4 LocalToWorldMatrix
 
List< ControlPointcontrolPoints = new List<ControlPoint>()
 
bool Loop = true
 
Color SplineColor = Color.black
 
Color SplineColor2 = new Color(1,0.2f,0.1f,1)
 
int Precision = 10
 

Properties

Matrix4x4 parentWorldToLocalDeformMatrix [get]
 
Matrix4x4 parentLocalToWorlDeformMatrix [get]
 

Member Function Documentation

void wHiteRabbiT.Unity.Splines.SplineElement.ActualizeWorldToLocalMatrix ( )
virtual void wHiteRabbiT.Unity.Splines.SplineElement.AddControlPoint ( Vector3  Pos,
Quaternion  Rot 
)
virtual
virtual Vector3 wHiteRabbiT.Unity.Splines.SplineElement.FindNearestDirectionLocal ( Vector3  p,
int  NbDiscret,
float  dt,
out Vector3  Direction 
)
virtual
virtual float wHiteRabbiT.Unity.Splines.SplineElement.FindNearestPC2PassesLocal ( Vector3  p,
int  PrecisionByControlPoint 
)
virtual
virtual float wHiteRabbiT.Unity.Splines.SplineElement.FindNearestPCLocal ( Vector3  p,
float  minPC,
float  maxPC,
int  NbDiscret 
)
virtual
virtual float wHiteRabbiT.Unity.Splines.SplineElement.FindNearestPCWorld ( Vector3  p,
float  minPC,
float  maxPC,
int  NbDiscret 
)
virtual
virtual Vector3 wHiteRabbiT.Unity.Splines.SplineElement.FindNearestPointLocal ( Vector3  p,
float  minPC,
float  maxPC,
int  NbDiscret 
)
virtual
List<ControlPoint> wHiteRabbiT.Unity.Splines.SplineElement.GetControlPoints ( )
virtual void wHiteRabbiT.Unity.Splines.SplineElement.InfluenceDirection ( Vector3  p,
int  NbDiscret,
ref Vector3  dir,
ref float  ttWeight 
)
virtual

Return the influence world direction of the spline for a world point

Parameters
pP (world space).
NbDiscretNb discret.
dirDir (world space).
ttWeightTt weight (barycentric weight).
virtual Vector3 wHiteRabbiT.Unity.Splines.SplineElement.Move ( Vector3  Pos,
float  Dist,
float  dt,
int  NbStep,
int  NbDiscret,
out Vector3  Direction 
)
virtual
virtual float wHiteRabbiT.Unity.Splines.SplineElement.MovePC ( float  PC,
float  dPC,
float  Dist,
int  NbStepMax 
)
virtual
virtual void wHiteRabbiT.Unity.Splines.SplineElement.RemoveControlPoint ( )
virtual
virtual Vector3 wHiteRabbiT.Unity.Splines.SplineElement.SplinePosition ( float  t)
virtual
virtual Vector3 wHiteRabbiT.Unity.Splines.SplineElement.SplinePosition ( float  t,
out float  Speed 
)
virtual

Member Data Documentation

List<ControlPoint> wHiteRabbiT.Unity.Splines.SplineElement.controlPoints = new List<ControlPoint>()
Matrix4x4 wHiteRabbiT.Unity.Splines.SplineElement.DeformMatrix = Matrix4x4.identity
bool wHiteRabbiT.Unity.Splines.SplineElement.FixeXAxis
bool wHiteRabbiT.Unity.Splines.SplineElement.FixeYAxis
bool wHiteRabbiT.Unity.Splines.SplineElement.FixeZAxis
bool wHiteRabbiT.Unity.Splines.SplineElement.Foldout0
int wHiteRabbiT.Unity.Splines.SplineElement.iHover = -1
Matrix4x4 wHiteRabbiT.Unity.Splines.SplineElement.LocalToWorldMatrix
bool wHiteRabbiT.Unity.Splines.SplineElement.Loop = true
Transform wHiteRabbiT.Unity.Splines.SplineElement.parent
int wHiteRabbiT.Unity.Splines.SplineElement.Precision = 10
Color wHiteRabbiT.Unity.Splines.SplineElement.SplineColor = Color.black
Color wHiteRabbiT.Unity.Splines.SplineElement.SplineColor2 = new Color(1,0.2f,0.1f,1)
Vector2 wHiteRabbiT.Unity.Splines.SplineElement.sPos
Matrix4x4 wHiteRabbiT.Unity.Splines.SplineElement.WorldToLocalMatrix

Property Documentation

Matrix4x4 wHiteRabbiT.Unity.Splines.SplineElement.parentLocalToWorlDeformMatrix
getprotected
Matrix4x4 wHiteRabbiT.Unity.Splines.SplineElement.parentWorldToLocalDeformMatrix
getprotected

The documentation for this class was generated from the following file: