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| PoseSplineSequence (HermitePoseSpline[] splines, bool allowExtrapolation=false) |
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Pose | PoseAt (float t) |
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Movement | MovementAt (float t) |
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void | PoseAndMovementAt (float t, out Pose pose, out Movement movement) |
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Pose | ValueAt (float t) |
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Movement | DerivativeAt (float t) |
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void | ValueAndDerivativeAt (float t, out Pose value, out Movement deltaValuePerSec) |
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Vector3 ISpline< Vector3, Vector3 >. | ValueAt (float t) |
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Vector3 ISpline< Vector3, Vector3 >. | DerivativeAt (float t) |
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void ISpline< Vector3, Vector3 >. | ValueAndDerivativeAt (float t, out Vector3 value, out Vector3 deltaValuePerT) |
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XType | ValueAt (float t) |
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dXType | DerivativeAt (float t) |
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void | ValueAndDerivativeAt (float t, out XType value, out dXType deltaValuePerT) |
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XType | ValueAt (float t) |
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dXType | DerivativeAt (float t) |
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void | ValueAndDerivativeAt (float t, out XType value, out dXType deltaValuePerT) |
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Definition at line 16 of file PoseSplineSequence.cs.
◆ PoseSplineSequence()
Leap.Unity.Animation.PoseSplineSequence.PoseSplineSequence |
( |
HermitePoseSpline[] |
splines, |
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bool |
allowExtrapolation = false |
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) |
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◆ DerivativeAt() [1/2]
Movement Leap.Unity.Animation.PoseSplineSequence.DerivativeAt |
( |
float |
t | ) |
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◆ DerivativeAt() [2/2]
Vector3 ISpline< Vector3, Vector3 >. Leap.Unity.Animation.PoseSplineSequence.DerivativeAt |
( |
float |
t | ) |
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◆ MovementAt()
Movement Leap.Unity.Animation.PoseSplineSequence.MovementAt |
( |
float |
t | ) |
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◆ PoseAndMovementAt()
void Leap.Unity.Animation.PoseSplineSequence.PoseAndMovementAt |
( |
float |
t, |
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out Pose |
pose, |
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out Movement |
movement |
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) |
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◆ PoseAt()
Pose Leap.Unity.Animation.PoseSplineSequence.PoseAt |
( |
float |
t | ) |
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◆ ValueAndDerivativeAt() [1/2]
void Leap.Unity.Animation.PoseSplineSequence.ValueAndDerivativeAt |
( |
float |
t, |
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out Pose |
value, |
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out Movement |
deltaValuePerSec |
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) |
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◆ ValueAndDerivativeAt() [2/2]
void ISpline< Vector3, Vector3 >. Leap.Unity.Animation.PoseSplineSequence.ValueAndDerivativeAt |
( |
float |
t, |
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out Vector3 |
value, |
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out Vector3 |
deltaValuePerT |
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) |
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◆ ValueAt() [1/2]
Pose Leap.Unity.Animation.PoseSplineSequence.ValueAt |
( |
float |
t | ) |
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◆ ValueAt() [2/2]
Vector3 ISpline< Vector3, Vector3 >. Leap.Unity.Animation.PoseSplineSequence.ValueAt |
( |
float |
t | ) |
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◆ allowExtrapolation
bool Leap.Unity.Animation.PoseSplineSequence.allowExtrapolation |
◆ splines
◆ Count
int Leap.Unity.Animation.PoseSplineSequence.Count |
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get |
◆ maxT [1/2]
float Leap.Unity.Animation.PoseSplineSequence.maxT |
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get |
◆ maxT [2/2]
float ISpline<Vector3, Vector3>. Leap.Unity.Animation.PoseSplineSequence.maxT |
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get |
◆ minT [1/2]
float Leap.Unity.Animation.PoseSplineSequence.minT |
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get |
◆ minT [2/2]
float ISpline<Vector3, Vector3>. Leap.Unity.Animation.PoseSplineSequence.minT |
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get |
◆ this[int idx]
The documentation for this struct was generated from the following file: