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35 lines
1.2 KiB
35 lines
1.2 KiB
namespace UnityEngine.Splines
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{
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/// <summary>
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/// Describes the different ways a tool might interact with a tangent handle.
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/// </summary>
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public enum TangentMode
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{
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/// <summary>
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/// Tangents are calculated using the previous and next knot positions.
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/// </summary>
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AutoSmooth = 0,
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/// <summary>
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/// Tangents are not used. A linear spline is a series of knots connected by a path with no curvature.
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/// </summary>
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Linear = 1,
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/// <summary>
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/// Tangents are kept parallel and with matching lengths. Modifying one tangent updates the opposite
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/// tangent to the inverse direction and equivalent length.
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/// </summary>
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Mirrored = 2,
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/// <summary>
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/// Tangents are kept parallel. Modifying one tangent changes the direction of the opposite tangent,
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/// but does not affect the opposite tangent's length.
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/// </summary>
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Continuous = 3,
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/// <summary>
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/// The length and direction of the tangents are independent of each other. Modifying one tangent on a knot does not affect the other.
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/// </summary>
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Broken = 4
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}
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}
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