From 9047efb17097b1e34f00fdcc3aec2db47d8ef65f Mon Sep 17 00:00:00 2001 From: oleg_v Date: Tue, 22 Sep 2020 21:18:32 +0300 Subject: [PATCH] updated doc --- README.md | 8 ++++++++ 1 file changed, 8 insertions(+) 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