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README clarification
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.github/README.md

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@@ -174,9 +174,11 @@ Finds uniformly distributed points along the spline and returns a lookup table.
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*EvenlySpacedPointsHolder* class has *spline*, *splineLength* and *uniformNormalizedTs* variables. In addition, it has the following convenience functions:
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- **GetNormalizedTAtPercentage:** converts a percentage to normalizedT value, i.e. if you enter 0.5f as parameter, it will return the normalizedT value of the spline that corresponds to its actual middle point.
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- **GetNormalizedTAtDistance:** finds the normalizedT value that is specified units away from the spline's starting point.
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- **GetPercentageAtNormalizedT:** inverse of *GetNormalizedTAtPercentage*.
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**GetNormalizedTAtPercentage:** converts a percentage to normalizedT value, i.e. if you enter 0.5f as parameter, it will return the normalizedT value of the spline that corresponds to its actual middle point.
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**GetNormalizedTAtDistance:** finds the normalizedT value that is specified units away from the spline's starting point.
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**GetPercentageAtNormalizedT:** inverse of *GetNormalizedTAtPercentage*.
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- `PointCache GeneratePointCache( EvenlySpacedPointsHolder lookupTable, ExtraDataLerpFunction extraDataLerpFunction, PointCacheFlags cachedData = PointCacheFlags.All, int resolution = 100 )`
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@@ -246,4 +248,4 @@ Modifies a MeshFilter's mesh to bend it in the direction of a spline. If *High Q
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**Recalculate From Scratch:** Unity's `RecalculateNormals` and/or `RecalculateTangents` functions will be invoked to recalculate these vectors from scratch
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Note that this component doesn't add new vertices to the original mesh, so if the original mesh doesn't have enough vertices in its bend axis, then the bent mesh will have jagged edges on complex splines.
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Note that this component doesn't add new vertices to the original mesh, so if the original mesh doesn't have enough vertices in its bend axis, then the bent mesh will have jagged edges on complex splines.

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