P1 = points[ p1n ]; P2 = points[ p2n ]; P3 = points[ p3n ]; return CatmullRom(P0,P1,P2,P3,i); } else { // simple linear lerp between the two points: p1n = ((point-1) + numPoints) % numPoints; p2n = point; return Vector3.Lerp ( points[p1n], points[p2n], i ); ...
// Gets a vector that points from the player's position to the target's. var heading = target.position - player.position; As well as pointing in the direction of the target object, this vector’s magnitude is equal to the distance between the two positions. It is common to need a ...
The cylinder is moved between two locations. Each time the cylinder is // positioned the cube moves towards it. When the cube reaches the cylinder the cylinder // is re-positioned to the other location. The cube then changes direction and moves // towards the cylinder again. // // A ...
LerpLinearly interpolates between two points. LerpUnclampedLinearly interpolates between two vectors. MaxReturns a vector that is made from the largest components of two vectors. MinReturns a vector that is made from the smallest components of two vectors. ...
between the two relevant points // get indices for the surrounding 2 points, because ...
We know that a vector can be expressed as the difference between two points. Considering the tangent vector, it can be computed as the difference between the two vertices of the triangle’s edge. If and are the vertices that define the edge we know that: ...
We know that a vector can be expressed as the difference between two points. Considering the tangent vector, it can be computed as the difference between the two vertices of the triangle’s edge. If and are the vertices that define the edge we know that: ...
NodeCullDistance If the algorithm determines two points are too close together, then it will skip adding that point as a control point This setting is the minimum distance required between two points.EventsThe inspector exposes a container of serialized events that are invoked at specific points ...
{++point;}// get nearest two points, ensuring points wrap-around start & end of circuitp1n=((point-1)+numPoints)%numPoints;p2n=point;// found point numbers, now find interpolation value between the two middle pointsi=Mathf.InverseLerp(distances[p1n],distances[p2n],dist);// smooth ...
Transform.Scale are both Vector3 objects. A Vector3 is simply a three-dimensional vector; in other words, it’s nothing more than three points—just X, Y and Z. Through these three simple values, you can set an object’s location and even move an object in the direction of a vector....