Struct bevy_internal::math::prelude::CubicBezier
source · pub struct CubicBezier<P>where
P: Point,{ /* private fields */ }
Expand description
A spline composed of a single cubic Bezier curve.
Useful for user-drawn curves with local control, or animation easing. See
CubicSegment::new_bezier
for use in easing.
Interpolation
The curve only passes through the first and last control point in each set of four points.
Tangency
Manually defined by the two intermediate control points within each set of four points.
Continuity
At minimum C0 continuous, up to C2. Continuity greater than C0 can result in a loss of local control over the spline due to the curvature constraints.
Usage
let points = [[
vec2(-1.0, -20.0),
vec2(3.0, 2.0),
vec2(5.0, 3.0),
vec2(9.0, 8.0),
]];
let bezier = CubicBezier::new(points).to_curve();
let positions: Vec<_> = bezier.iter_positions(100).collect();
Implementations§
source§impl<P> CubicBezier<P>where
P: Point,
impl<P> CubicBezier<P>where
P: Point,
Trait Implementations§
source§impl<P> CubicGenerator<P> for CubicBezier<P>where
P: Point,
impl<P> CubicGenerator<P> for CubicBezier<P>where
P: Point,
source§fn to_curve(&self) -> CubicCurve<P>
fn to_curve(&self) -> CubicCurve<P>
Build a
CubicCurve
by computing the interpolation coefficients for each curve segment.Auto Trait Implementations§
impl<P> RefUnwindSafe for CubicBezier<P>where
P: RefUnwindSafe,
impl<P> Send for CubicBezier<P>where
P: Send,
impl<P> Sync for CubicBezier<P>where
P: Sync,
impl<P> Unpin for CubicBezier<P>where
P: Unpin,
impl<P> UnwindSafe for CubicBezier<P>where
P: UnwindSafe,
Blanket Implementations§
source§impl<T, U> AsBindGroupShaderType<U> for T
impl<T, U> AsBindGroupShaderType<U> for T
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T
ShaderType
for self
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T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
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source§impl<T> Downcast for Twhere
T: Any,
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