using UnityEngine; namespace ARLocation { public sealed class LinearSpline : Spline { public LinearSpline(Vector3[] points) { Points = (Vector3[])points.Clone(); CalculateSegments(100); } public override void CalculateSegments(int n) { segmentCount = (Points.Length - 1); segments = new Curve[segmentCount]; lengths = new float[segmentCount]; Length = 0.0f; for (var i = 0; i < segmentCount; i++) { segments[i] = new Line(Points[i], Points[i + 1]); Length += segments[i].EstimateLength(); lengths[i] = Length; } } } }