diff --git a/README.md b/README.md index f1d4a6e..3b9d717 100644 --- a/README.md +++ b/README.md @@ -52,6 +52,14 @@ Vertex paths gizmos are shown in Play mode: 2. `ERPathToVertexPathWrapper` - builds vertex path from ER spline path for given road (by default with `angleThreshold` and `scanStep` set for ERNetworkVertexPathCreator). If `angleThreshold` or `scanStep` must be customized, `ERNetworkVertexPathCreator` can be manually attached to the road 3. `ERPathAdapter` - provide API to follow vertex path +## API methods of `ERPathAdapter` +- `Vector3 GetPointAtDistance(float distance)` +- `Quaternion GetRotationAtDistance(float distance)` +- `Vector3 GetDirectionAtDistance(float distance)` +- `float GetClosestDistanceAlongPath(Vector3 p)` +- `Vector3 GetClosestPointOnPath(Vector3 p, out float closestDistance)` +- `Vector3 GetClosestPointOnPath(Vector3 p)` + ## Notes: - I'm not using crossings, therefore linked roads are not supported - All methods distance-related methods are map distance to current road bounds (from zero to total path distance) so you can use negative distance or distance much more than total road length