UnityEditor.AnimationUtility.UpdateTangentsFromMode C# (CSharp) Method

UpdateTangentsFromMode() static private method

static private UpdateTangentsFromMode ( AnimationCurve curve ) : void
curve AnimationCurve
return void
        internal static void UpdateTangentsFromMode(AnimationCurve curve)
        {
            for (int i = 0; i < curve.length; i++)
            {
                Internal_UpdateTangents(curve, i);
            }
        }

Usage Example

 public static void UpdateTangentsFromMode(AnimationCurve curve, AnimationClip clip, EditorCurveBinding curveBinding)
 {
     //      if (RotationCurveInterpolation.GetModeFromCurveData(curveBinding) == RotationCurveInterpolation.Mode.NonBaked)
     //      {
     //          QuaternionCurveTangentCalculation tangentCalculator = new QuaternionCurveTangentCalculation();
     //
     //          int index = RotationCurveInterpolation.GetCurveIndexFromName (curveBinding.propertyName);
     //
     //          for (int i=0;i<3;i++)
     //          {
     //              if (i == index)
     //                  tangentCalculator.SetCurve(i, curve);
     //              else
     //              {
     //                  EditorCurveBinding tempBinding = curveBinding;
     //                      tempBinding.propertyName = "localEulerAngles." + RotationCurveInterpolation.kPostFix[i];
     //
     //                  AnimationCurve clipCurve = AnimationUtility.GetEditorCurve (clip, tempBinding);
     //
     //                  // We need all curves to do quaternion tangent smoothing
     //                  if (clipCurve == null)
     //                      return;
     //                  tangentCalculator.SetCurve(i, clipCurve);
     //              }
     //          }
     //
     //          tangentCalculator.UpdateTangentsFromMode(index);
     //      }
     //      else
     {
         AnimationUtility.UpdateTangentsFromMode(curve);
     }
 }
All Usage Examples Of UnityEditor.AnimationUtility::UpdateTangentsFromMode
AnimationUtility