// This file is generated. Do not modify by hand. // XML documentation file not found. To check if public methods have XML comments, // make sure the XML doc file is present and located next to the scraped dll namespace UnityEngine.Splines { public struct BezierCurve : System.IEquatable { public Unity.Mathematics.float3 P0; public Unity.Mathematics.float3 P1; public Unity.Mathematics.float3 P2; public Unity.Mathematics.float3 P3; public Unity.Mathematics.float3 Tangent0 { get; set; } public Unity.Mathematics.float3 Tangent1 { get; set; } public BezierCurve(Unity.Mathematics.float3 p0, Unity.Mathematics.float3 p1) {} public BezierCurve(UnityEngine.Splines.BezierKnot a, UnityEngine.Splines.BezierKnot b) {} public BezierCurve(Unity.Mathematics.float3 p0, Unity.Mathematics.float3 p1, Unity.Mathematics.float3 p2) {} public BezierCurve(Unity.Mathematics.float3 p0, Unity.Mathematics.float3 p1, Unity.Mathematics.float3 p2, Unity.Mathematics.float3 p3) {} public virtual bool Equals(object obj); public virtual bool Equals(UnityEngine.Splines.BezierCurve other); public static UnityEngine.Splines.BezierCurve FromTangent(Unity.Mathematics.float3 pointA, Unity.Mathematics.float3 tangentOutA, Unity.Mathematics.float3 pointB, Unity.Mathematics.float3 tangentInB); public virtual int GetHashCode(); public static bool operator ==(UnityEngine.Splines.BezierCurve left, UnityEngine.Splines.BezierCurve right); public static bool operator !=(UnityEngine.Splines.BezierCurve left, UnityEngine.Splines.BezierCurve right); } public struct BezierKnot : UnityEngine.ISerializationCallbackReceiver { public Unity.Mathematics.float3 Position; public Unity.Mathematics.quaternion Rotation; public Unity.Mathematics.float3 TangentIn; public Unity.Mathematics.float3 TangentOut; public BezierKnot(Unity.Mathematics.float3 position) {} public BezierKnot(Unity.Mathematics.float3 position, Unity.Mathematics.float3 tangentIn, Unity.Mathematics.float3 tangentOut, Unity.Mathematics.quaternion rotation) {} public virtual void OnAfterDeserialize(); public virtual void OnBeforeSerialize(); public static UnityEngine.Splines.BezierKnot operator +(UnityEngine.Splines.BezierKnot knot, Unity.Mathematics.float3 rhs); public static UnityEngine.Splines.BezierKnot operator -(UnityEngine.Splines.BezierKnot knot, Unity.Mathematics.float3 rhs); public UnityEngine.Splines.BezierKnot Transform(Unity.Mathematics.float4x4 matrix); } public static class CurveUtility { public static float ApproximateLength(UnityEngine.Splines.BezierCurve curve); public static void CalculateCurveLengths(UnityEngine.Splines.BezierCurve curve, UnityEngine.Splines.DistanceToInterpolation[] lookupTable); public static float CalculateLength(UnityEngine.Splines.BezierCurve curve, int resolution = 30); public static Unity.Mathematics.float3 EvaluateAcceleration(UnityEngine.Splines.BezierCurve curve, float t); public static float EvaluateCurvature(UnityEngine.Splines.BezierCurve curve, float t); public static Unity.Mathematics.float3 EvaluatePosition(UnityEngine.Splines.BezierCurve curve, float t); public static Unity.Mathematics.float3 EvaluateTangent(UnityEngine.Splines.BezierCurve curve, float t); public static float GetDistanceToInterpolation(T lut, float distance) where T : System.Collections.Generic.IReadOnlyList; public static void Split(UnityEngine.Splines.BezierCurve curve, float t, out UnityEngine.Splines.BezierCurve left, out UnityEngine.Splines.BezierCurve right); } public struct DataPoint : System.IComparable, System.IComparable>, UnityEngine.Splines.IDataPoint { public virtual float Index { get; set; } public TDataType Value { get; set; } public DataPoint(float index, TDataType value) {} public virtual int CompareTo(float other); public virtual int CompareTo(UnityEngine.Splines.DataPoint other); public virtual string ToString(); } public struct DistanceToInterpolation { public float Distance; public float T; } public interface IDataPoint { public abstract float Index { get; set; } } public interface IInterpolator { public abstract T Interpolate(T from, T to, float t); } public interface ISpline : System.Collections.Generic.IEnumerable, System.Collections.Generic.IReadOnlyCollection, System.Collections.Generic.IReadOnlyList, System.Collections.IEnumerable { public abstract bool Closed { get; } public abstract UnityEngine.Splines.BezierCurve GetCurve(int index); public abstract float GetCurveInterpolation(int curveIndex, float curveDistance); public abstract float GetCurveLength(int index); public abstract float GetLength(); } public interface ISplineProvider { public abstract System.Collections.Generic.IEnumerable Splines { get; } } [System.Reflection.DefaultMember(@"Item")] public struct NativeSpline : System.Collections.Generic.IEnumerable, System.Collections.Generic.IReadOnlyCollection, System.Collections.Generic.IReadOnlyList, System.Collections.IEnumerable, System.IDisposable, UnityEngine.Splines.ISpline { public virtual bool Closed { get; } public virtual int Count { get; } public virtual UnityEngine.Splines.BezierKnot this[int index] { get; } public Unity.Collections.NativeArray Knots { get; } public NativeSpline(UnityEngine.Splines.ISpline spline, Unity.Collections.Allocator allocator = 2) {} public NativeSpline(UnityEngine.Splines.ISpline spline, Unity.Mathematics.float4x4 transform, Unity.Collections.Allocator allocator = 2) {} public NativeSpline(System.Collections.Generic.IReadOnlyList knots, bool closed, Unity.Mathematics.float4x4 transform, Unity.Collections.Allocator allocator = 2) {} public virtual void Dispose(); public virtual UnityEngine.Splines.BezierCurve GetCurve(int index); public virtual float GetCurveInterpolation(int curveIndex, float curveDistance); public virtual float GetCurveLength(int curveIndex); public virtual System.Collections.Generic.IEnumerator GetEnumerator(); public virtual float GetLength(); } public enum PathIndexUnit { public const UnityEngine.Splines.PathIndexUnit Distance = 0; public const UnityEngine.Splines.PathIndexUnit Knot = 2; public const UnityEngine.Splines.PathIndexUnit Normalized = 1; public int value__; } [System.Reflection.DefaultMember(@"Item")] public class Spline : System.Collections.Generic.ICollection, System.Collections.Generic.IEnumerable, System.Collections.Generic.IList, System.Collections.Generic.IReadOnlyCollection, System.Collections.Generic.IReadOnlyList, System.Collections.IEnumerable, UnityEngine.Splines.ISpline { public event System.Action changed; public virtual bool Closed { get; set; } public virtual int Count { get; } public UnityEngine.Splines.SplineType EditType { get; set; } public virtual bool IsReadOnly { get; } public virtual UnityEngine.Splines.BezierKnot this[int index] { get; set; } public System.Collections.Generic.IEnumerable Knots { get; } public Spline() {} public Spline(System.Collections.Generic.IEnumerable knots, bool closed = False) {} public Spline(int knotCapacity, bool closed = False) {} public virtual void Add(UnityEngine.Splines.BezierKnot item); public virtual void Clear(); public virtual bool Contains(UnityEngine.Splines.BezierKnot item); public void Copy(UnityEngine.Splines.Spline toCopy); public virtual void CopyTo(UnityEngine.Splines.BezierKnot[] array, int arrayIndex); public virtual UnityEngine.Splines.BezierCurve GetCurve(int index); public virtual float GetCurveInterpolation(int curveIndex, float curveDistance); public virtual float GetCurveLength(int index); public virtual System.Collections.Generic.IEnumerator GetEnumerator(); public virtual float GetLength(); public virtual int IndexOf(UnityEngine.Splines.BezierKnot item); public virtual void Insert(int index, UnityEngine.Splines.BezierKnot knot); protected virtual void OnSplineChanged(); public virtual bool Remove(UnityEngine.Splines.BezierKnot item); public virtual void RemoveAt(int index); public void Resize(int newSize); public UnityEngine.Splines.BezierKnot[] ToArray(); public void Warmup(); } public struct SplineComputeBufferScope : System.IDisposable where T : UnityEngine.Splines.ISpline { public UnityEngine.ComputeBuffer CurveLengths { get; } public UnityEngine.ComputeBuffer Curves { get; } public UnityEngine.Vector4 Info { get; } public SplineComputeBufferScope(T spline) {} public void Bind(UnityEngine.ComputeShader shader, int kernel, string info, string curves, string lengths); public virtual void Dispose(); public void Upload(); } [UnityEngine.Icon(@"Packages/com.unity.splines/Editor/Resources/Icons/KnotPlacementTool.png")] public sealed class SplineContainer : UnityEngine.MonoBehaviour, UnityEngine.Splines.ISplineProvider { public UnityEngine.Splines.Spline Spline { get; set; } public SplineContainer() {} public float CalculateLength(); public bool Evaluate(float t, out Unity.Mathematics.float3 position, out Unity.Mathematics.float3 tangent, out Unity.Mathematics.float3 upVector); public Unity.Mathematics.float3 EvaluateAcceleration(float t); public Unity.Mathematics.float3 EvaluatePosition(float t); public Unity.Mathematics.float3 EvaluateTangent(float t); public Unity.Mathematics.float3 EvaluateUpVector(float t); } [System.Reflection.DefaultMember(@"Item")] public class SplineData : System.Collections.Generic.IEnumerable>, System.Collections.IEnumerable { public event System.Action changed; public int Count { get; } public UnityEngine.Splines.DataPoint this[int index] { get; set; } public UnityEngine.Splines.PathIndexUnit PathIndexUnit { get; set; } public SplineData() {} public SplineData(System.Collections.Generic.IEnumerable> dataPoints) {} public SplineData(T init) {} public void Add(UnityEngine.Splines.DataPoint dataPoint); public void Add(float t, T data); public void Clear(); public void ConvertPathUnit(TSplineType spline, UnityEngine.Splines.PathIndexUnit toUnit) where TSplineType : UnityEngine.Splines.ISpline; public T Evaluate(TSpline spline, float t, TInterpolator interpolator) where TSpline : UnityEngine.Splines.ISpline where TInterpolator : UnityEngine.Splines.IInterpolator; public T Evaluate(TSpline spline, float t, UnityEngine.Splines.PathIndexUnit indexUnit, TInterpolator interpolator) where TSpline : UnityEngine.Splines.ISpline where TInterpolator : UnityEngine.Splines.IInterpolator; [System.Runtime.CompilerServices.IteratorStateMachine(typeof(UnityEngine.Splines.SplineData<>))] public virtual System.Collections.Generic.IEnumerator> GetEnumerator(); public float GetNormalizedInterpolation(TSplineType spline, float t) where TSplineType : UnityEngine.Splines.ISpline; public void RemoveAt(int index); public void SetDataPoint(int index, UnityEngine.Splines.DataPoint value); public void SetKeyframeNoSort(int index, UnityEngine.Splines.DataPoint value); public void SortIfNecessary(); } [System.AttributeUsage(256)] public abstract class SplineDataHandleAttribute : System.Attribute { protected SplineDataHandleAttribute() {} } [UnityEngine.RequireComponent(typeof(UnityEngine.MeshFilter), typeof(UnityEngine.MeshRenderer))] public class SplineExtrude : UnityEngine.MonoBehaviour { public bool capped { get; set; } public UnityEngine.Splines.SplineContainer container { get; set; } public float radius { get; set; } public UnityEngine.Vector2 range { get; set; } public int rebuildFrequency { get; set; } public bool rebuildOnSplineChange { get; set; } public float segmentsPerUnit { get; set; } public int sides { get; set; } public UnityEngine.Splines.Spline spline { get; } public SplineExtrude() {} public void Rebuild(); } public static class SplineFactory { public static UnityEngine.Splines.Spline CreateLinear(System.Collections.Generic.IList positions, bool closed = False); public static UnityEngine.Splines.Spline CreateRoundedSquare(float radius, float rounding); public static UnityEngine.Splines.Spline CreateSquare(float radius); } public static class SplineGizmoUtility { public static void DrawGizmos(UnityEngine.Splines.ISplineProvider provider); } public static class SplineMesh { public static void Extrude(T spline, UnityEngine.Mesh mesh, float radius, int sides, int segments, bool capped = True) where T : UnityEngine.Splines.ISpline; public static void Extrude(T spline, UnityEngine.Mesh mesh, float radius, int sides, int segments, bool capped, Unity.Mathematics.float2 range) where T : UnityEngine.Splines.ISpline; public static void Extrude(TSplineType spline, Unity.Collections.NativeArray vertices, Unity.Collections.NativeArray indices, float radius, int sides, int segments, bool capped, Unity.Mathematics.float2 range) where TSplineType : UnityEngine.Splines.ISpline where TVertexType : System.ValueType, UnityEngine.Splines.SplineMesh.ISplineVertexData, new() where TIndexType : System.ValueType, new(); public static void GetVertexAndIndexCount(int sides, int segments, bool capped, bool closed, UnityEngine.Vector2 range, out int vertexCount, out int indexCount); public interface ISplineVertexData { public abstract UnityEngine.Vector3 normal { get; set; } public abstract UnityEngine.Vector3 position { get; set; } public abstract UnityEngine.Vector2 texture { get; set; } } } public enum SplineType { public const UnityEngine.Splines.SplineType Bezier = 1; public const UnityEngine.Splines.SplineType CatmullRom = 0; public const UnityEngine.Splines.SplineType Linear = 2; public byte value__; } [System.Runtime.CompilerServices.Extension] public static class SplineUtility { public const int DrawResolutionDefault = 10; public const int PickResolutionDefault = 4; public const int PickResolutionMax = 64; public const int PickResolutionMin = 2; [System.Runtime.CompilerServices.Extension] public static float CalculateLength(T spline, Unity.Mathematics.float4x4 transform) where T : UnityEngine.Splines.ISpline; [System.Runtime.CompilerServices.Extension] public static float ConvertIndexUnit(T spline, float t, UnityEngine.Splines.PathIndexUnit fromPathUnit, UnityEngine.Splines.PathIndexUnit targetPathUnit) where T : UnityEngine.Splines.ISpline; [System.Runtime.CompilerServices.Extension] public static float CurveToSplineT(T spline, float curve) where T : UnityEngine.Splines.ISpline; [System.Runtime.CompilerServices.Extension] public static bool Evaluate(T spline, float t, out Unity.Mathematics.float3 position, out Unity.Mathematics.float3 tangent, out Unity.Mathematics.float3 upVector) where T : UnityEngine.Splines.ISpline; [System.Runtime.CompilerServices.Extension] public static Unity.Mathematics.float3 EvaluateAcceleration(T spline, float t) where T : UnityEngine.Splines.ISpline; [System.Runtime.CompilerServices.Extension] public static float EvaluateCurvature(T spline, float t) where T : UnityEngine.Splines.ISpline; [System.Runtime.CompilerServices.Extension] public static Unity.Mathematics.float3 EvaluateCurvatureCenter(T spline, float t) where T : UnityEngine.Splines.ISpline; [System.Runtime.CompilerServices.Extension] public static Unity.Mathematics.float3 EvaluatePosition(T spline, float t) where T : UnityEngine.Splines.ISpline; [System.Runtime.CompilerServices.Extension] public static Unity.Mathematics.float3 EvaluateTangent(T spline, float t) where T : UnityEngine.Splines.ISpline; [System.Runtime.CompilerServices.Extension] public static Unity.Mathematics.float3 EvaluateUpVector(T spline, float t) where T : UnityEngine.Splines.ISpline; [System.Runtime.CompilerServices.Extension] public static UnityEngine.Bounds GetBounds(T spline) where T : UnityEngine.Splines.ISpline; public static float GetNearestPoint(T spline, Unity.Mathematics.float3 point, out Unity.Mathematics.float3 nearest, out float t, int resolution = 4, int iterations = 2) where T : UnityEngine.Splines.ISpline; public static float GetNearestPoint(T spline, UnityEngine.Ray ray, out Unity.Mathematics.float3 nearest, out float t, int resolution = 4, int iterations = 2) where T : UnityEngine.Splines.ISpline; public static float GetNormalizedInterpolation(T spline, float t, UnityEngine.Splines.PathIndexUnit originalPathUnit) where T : UnityEngine.Splines.ISpline; [System.Runtime.CompilerServices.Extension] public static Unity.Mathematics.float3 GetPointAtLinearDistance(T spline, float fromT, float relativeDistance, out float resultPointT) where T : UnityEngine.Splines.ISpline; public static int GetSegmentCount(float length, int resolution); public static void SetPivot(UnityEngine.Splines.SplineContainer container, UnityEngine.Vector3 position); [System.Runtime.CompilerServices.Extension] public static int SplineToCurveT(T spline, float splineT, out float curveT) where T : UnityEngine.Splines.ISpline; } } namespace UnityEngine.Splines.Interpolators { public struct LerpColor : UnityEngine.Splines.IInterpolator { public virtual UnityEngine.Color Interpolate(UnityEngine.Color a, UnityEngine.Color b, float t); } public struct LerpFloat : UnityEngine.Splines.IInterpolator { public virtual float Interpolate(float a, float b, float t); } public struct LerpFloat2 : UnityEngine.Splines.IInterpolator { public virtual Unity.Mathematics.float2 Interpolate(Unity.Mathematics.float2 a, Unity.Mathematics.float2 b, float t); } public struct LerpFloat3 : UnityEngine.Splines.IInterpolator { public virtual Unity.Mathematics.float3 Interpolate(Unity.Mathematics.float3 a, Unity.Mathematics.float3 b, float t); } public struct LerpFloat4 : UnityEngine.Splines.IInterpolator { public virtual Unity.Mathematics.float4 Interpolate(Unity.Mathematics.float4 a, Unity.Mathematics.float4 b, float t); } public struct LerpQuaternion : UnityEngine.Splines.IInterpolator { public virtual Unity.Mathematics.quaternion Interpolate(Unity.Mathematics.quaternion a, Unity.Mathematics.quaternion b, float t); } public struct SlerpQuaternion : UnityEngine.Splines.IInterpolator { public virtual Unity.Mathematics.quaternion Interpolate(Unity.Mathematics.quaternion a, Unity.Mathematics.quaternion b, float t); } public struct SmoothStepFloat : UnityEngine.Splines.IInterpolator { public virtual float Interpolate(float a, float b, float t); } public struct SmoothStepFloat2 : UnityEngine.Splines.IInterpolator { public virtual Unity.Mathematics.float2 Interpolate(Unity.Mathematics.float2 a, Unity.Mathematics.float2 b, float t); } public struct SmoothStepFloat3 : UnityEngine.Splines.IInterpolator { public virtual Unity.Mathematics.float3 Interpolate(Unity.Mathematics.float3 a, Unity.Mathematics.float3 b, float t); } public struct SmoothStepFloat4 : UnityEngine.Splines.IInterpolator { public virtual Unity.Mathematics.float4 Interpolate(Unity.Mathematics.float4 a, Unity.Mathematics.float4 b, float t); } }