Struct bevy_internal::math::prelude::CubicSegment
source · pub struct CubicSegment<P>where
P: Point,{ /* private fields */ }
Expand description
A segment of a cubic curve, used to hold precomputed coefficients for fast interpolation.
Segments can be chained together to form a longer compound curve.
Implementations§
source§impl<P> CubicSegment<P>where
P: Point,
impl<P> CubicSegment<P>where
P: Point,
sourcepub fn acceleration(&self, t: f32) -> P
pub fn acceleration(&self, t: f32) -> P
Instantaneous acceleration of a point at parametric value t
.
source§impl CubicSegment<Vec2>
impl CubicSegment<Vec2>
The CubicSegment<Vec2>
can be used as a 2-dimensional easing curve for animation.
The x-axis of the curve is time, and the y-axis is the output value. This struct provides methods for extremely fast solves for y given x.
sourcepub fn new_bezier(
p1: impl Into<Vec2>,
p2: impl Into<Vec2>
) -> CubicSegment<Vec2>
pub fn new_bezier( p1: impl Into<Vec2>, p2: impl Into<Vec2> ) -> CubicSegment<Vec2>
Construct a cubic Bezier curve for animation easing, with control points p1
and p2
. A
cubic Bezier easing curve has control point p0
at (0, 0) and p3
at (1, 1), leaving only
p1
and p2
as the remaining degrees of freedom. The first and last control points are
fixed to ensure the animation begins at 0, and ends at 1.
This is a very common tool for UI animations that accelerate and decelerate smoothly. For
example, the ubiquitous “ease-in-out” is defined as (0.25, 0.1), (0.25, 1.0)
.
sourcepub fn ease(&self, time: f32) -> f32
pub fn ease(&self, time: f32) -> f32
Given a time
within 0..=1
, returns an eased value that follows the cubic curve instead
of a straight line. This eased result may be outside the range 0..=1
, however it will
always start at 0 and end at 1: ease(0) = 0
and ease(1) = 1
.
let cubic_bezier = CubicSegment::new_bezier((0.25, 0.1), (0.25, 1.0));
assert_eq!(cubic_bezier.ease(0.0), 0.0);
assert_eq!(cubic_bezier.ease(1.0), 1.0);
How cubic easing works
Easing is generally accomplished with the help of “shaping functions”. These are curves that
start at (0,0) and end at (1,1). The x-axis of this plot is the current time
of the
animation, from 0 to 1. The y-axis is how far along the animation is, also from 0 to 1. You
can imagine that if the shaping function is a straight line, there is a 1:1 mapping between
the time
and how far along your animation is. If the time
= 0.5, the animation is
halfway through. This is known as linear interpolation, and results in objects animating
with a constant velocity, and no smooth acceleration or deceleration at the start or end.
y
│ ●
│ ⬈
│ ⬈
│ ⬈
│ ⬈
●─────────── x (time)
Using cubic Beziers, we have a curve that starts at (0,0), ends at (1,1), and follows a path
determined by the two remaining control points (handles). These handles allow us to define a
smooth curve. As time
(x-axis) progresses, we now follow the curve, and use the y
value
to determine how far along the animation is.
y
⬈➔●
│ ⬈
│ ↑
│ ↑
│ ⬈
●➔⬈───────── x (time)
To accomplish this, we need to be able to find the position y
on a curve, given the x
value. Cubic curves are implicit parametric functions like B(t) = (x,y). To find y
, we
first solve for t
that corresponds to the given x
(time
). We use the Newton-Raphson
root-finding method to quickly find a value of t
that is very near the desired value of
x
. Once we have this we can easily plug that t
into our curve’s position
function, to
find the y
component, which is how far along our animation should be. In other words:
Given
time
in0..=1
Use Newton’s method to find a value of
t
that results in B(t) = (x,y) wherex == time
Once a solution is found, use the resulting
y
value as the final result
Trait Implementations§
source§impl<P> Clone for CubicSegment<P>
impl<P> Clone for CubicSegment<P>
source§fn clone(&self) -> CubicSegment<P>
fn clone(&self) -> CubicSegment<P>
1.0.0 · source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moresource§impl<P> Debug for CubicSegment<P>
impl<P> Debug for CubicSegment<P>
source§impl<P> Default for CubicSegment<P>
impl<P> Default for CubicSegment<P>
source§fn default() -> CubicSegment<P>
fn default() -> CubicSegment<P>
source§impl<P> PartialEq for CubicSegment<P>
impl<P> PartialEq for CubicSegment<P>
source§fn eq(&self, other: &CubicSegment<P>) -> bool
fn eq(&self, other: &CubicSegment<P>) -> bool
self
and other
values to be equal, and is used
by ==
.impl<P> StructuralPartialEq for CubicSegment<P>where
P: Point,
Auto Trait Implementations§
impl<P> RefUnwindSafe for CubicSegment<P>where
P: RefUnwindSafe,
impl<P> Send for CubicSegment<P>where
P: Send,
impl<P> Sync for CubicSegment<P>where
P: Sync,
impl<P> Unpin for CubicSegment<P>where
P: Unpin,
impl<P> UnwindSafe for CubicSegment<P>where
P: UnwindSafe,
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. When used in AsBindGroup
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T: Any,
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) to Box<dyn Any>
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source§impl<T> FromWorld for Twhere
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