AngularVelocityAt(float t) | Leap.Unity.Animation.HermiteQuaternionSpline | |
angVel0 | Leap.Unity.Animation.HermiteQuaternionSpline | |
angVel1 | Leap.Unity.Animation.HermiteQuaternionSpline | |
DerivativeAt(float t) | Leap.Unity.Animation.HermiteQuaternionSpline | |
HermiteQuaternionSpline(Quaternion rot0, Quaternion rot1) | Leap.Unity.Animation.HermiteQuaternionSpline | |
HermiteQuaternionSpline(Quaternion rot0, Quaternion rot1, Vector3 angVel0, Vector3 angVel1) | Leap.Unity.Animation.HermiteQuaternionSpline | |
HermiteQuaternionSpline(Quaternion rot0, Quaternion rot1, Vector3 angVel0, Vector3 angVel1, float duration) | Leap.Unity.Animation.HermiteQuaternionSpline | |
HermiteQuaternionSpline(float t0, float t1, Quaternion rot0, Quaternion rot1, Vector3 angVel0, Vector3 angVel1) | Leap.Unity.Animation.HermiteQuaternionSpline | |
maxT | Leap.Unity.Animation.HermiteQuaternionSpline | |
minT | Leap.Unity.Animation.HermiteQuaternionSpline | |
rot0 | Leap.Unity.Animation.HermiteQuaternionSpline | |
rot1 | Leap.Unity.Animation.HermiteQuaternionSpline | |
RotationAndAngVelAt(float t, out Quaternion rotation, out Vector3 angularVelocity) | Leap.Unity.Animation.HermiteQuaternionSpline | |
RotationAt(float t) | Leap.Unity.Animation.HermiteQuaternionSpline | |
t0 | Leap.Unity.Animation.HermiteQuaternionSpline | |
t1 | Leap.Unity.Animation.HermiteQuaternionSpline | |
ValueAndDerivativeAt(float t, out Quaternion value, out Vector3 deltaValuePerSec) | Leap.Unity.Animation.HermiteQuaternionSpline | |
ISpline< Quaternion, Vector3 >.ValueAndDerivativeAt(float t, out XType value, out dXType deltaValuePerT) | Leap.Unity.Animation.ISpline< Quaternion, Vector3 > | |
ValueAt(float t) | Leap.Unity.Animation.HermiteQuaternionSpline | |