Files
2026-04-22 15:51:07 +02:00

69 lines
1.4 KiB
C++

#include "FortSpline.h"
void UFortSpline::SetupSpline(TArray<FVector> ControlPoints, float InDuration) {
}
void UFortSpline::SetDuration(float InDuration) {
}
bool UFortSpline::IsValid() const {
return false;
}
float UFortSpline::GetVelocityCorrectedTime(float Time) const {
return 0.0f;
}
FVector UFortSpline::GetTangentFromTime(float Time) const {
return FVector{};
}
FVector UFortSpline::GetStartPoint() const {
return FVector{};
}
float UFortSpline::GetSplineLengthAtTime(float Time, float StepSize) const {
return 0.0f;
}
float UFortSpline::GetSplineLength(float StepSize) const {
return 0.0f;
}
FVector UFortSpline::GetPositionFromTime(float Time) const {
return FVector{};
}
FVector UFortSpline::GetNormalFromTime(float Time) const {
return FVector{};
}
FVector UFortSpline::GetEndPoint() const {
return FVector{};
}
float UFortSpline::GetDuration() const {
return 0.0f;
}
FVector UFortSpline::GetBinormalFromTime(float Time) const {
return FVector{};
}
void UFortSpline::EnableConstantVelocity(bool ConstVelEnabled) {
}
void UFortSpline::DrawDebugSpline(UObject* WorldContextObject, int32 Steps, float LifeTime, float Thickness, bool bPersistent, bool bJustDrawSpline, float BasisLength) {
}
void UFortSpline::ClearSpline() {
}
void UFortSpline::AddControlPoint(const FVector& Point, int32 Index) {
}
UFortSpline::UFortSpline() {
this->bConstantVelocity = false;
}