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| FVector | UE::CubicBezier::Eval (const FVector &P0, const FVector &P1, const FVector &P2, const FVector &P3, const float t) |
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| FVector | UE::CubicBezier::EvalDerivate (const FVector &P0, const FVector &P1, const FVector &P2, const FVector &P3, const float t) |
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| ENGINE_API void | UE::CubicBezier::SplitAt (const FVector &P0, const FVector &P1, const FVector &P2, const FVector &P3, const float t, FVector OutResult[5]) |
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| ENGINE_API FBox | UE::CubicBezier::CalcBounds (const FVector &P0, const FVector &P1, const FVector &P2, const FVector &P3) |
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| ENGINE_API void | UE::CubicBezier::ClosestPointApproximate (const FVector &FromPoint, const FVector &P0, const FVector &P1, const FVector &P2, const FVector &P3, FVector &OutClosestPoint, float &OutClosestT, const int Steps=16) |
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| ENGINE_API void | UE::CubicBezier::SegmentClosestPointApproximate (const FVector &SegStart, const FVector &SegEnd, const FVector &P0, const FVector &P1, const FVector &P2, const FVector &P3, FVector &OutClosestPoint, float &OutClosestT, const int Steps=16) |
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| ENGINE_API float | UE::CubicBezier::ArcLengthApproximate (const FVector &P0, const FVector &P1, const FVector &P2, const FVector &P3) |
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| ENGINE_API void | UE::CubicBezier::Tessellate (TArray< FVector > &Output, const FVector &P0, const FVector &P1, const FVector &P2, const FVector &P3, const float Tolerance, const int MaxLevel=6) |
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