Struct bevy::math::prelude::CubicBezier

pub struct CubicBezier<P>
where P: VectorSpace,
{ pub control_points: Vec<[P; 4]>, }
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. The curve is divided into “segments” by every fourth control point.

§Tangency

Tangents are manually defined by the two intermediate control points within each set of four points. You can think of the control points the curve passes through as “anchors”, and as the intermediate control points as the anchors displaced along their tangent vectors

§Continuity

A Bezier curve is at minimum C0 continuous, meaning it has no holes or jumps. Each curve segment is C2, meaning the tangent vector changes smoothly between each set of four control points, but this doesn’t hold at the control points between segments. Making the whole curve C1 or C2 requires moving the intermediate control points to align the tangent vectors between segments, and can result in a loss of local control.

§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();

Fields§

§control_points: Vec<[P; 4]>

The control points of the Bezier curve

Implementations§

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impl<P> CubicBezier<P>
where P: VectorSpace,

pub fn new(control_points: impl Into<Vec<[P; 4]>>) -> CubicBezier<P>

Create a new cubic Bezier curve from sets of control points.

Examples found in repository?
examples/animation/color_animation.rs (line 81)
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fn spawn_curve_sprite<T: CurveColor>(commands: &mut Commands, y: f32, points: [T; 4]) {
    commands.spawn((
        SpriteBundle {
            transform: Transform::from_xyz(0., y, 0.),
            sprite: Sprite {
                custom_size: Some(Vec2::new(75., 75.)),
                ..Default::default()
            },
            ..Default::default()
        },
        Curve(CubicBezier::new([points]).to_curve()),
    ));
}
More examples
Hide additional examples
examples/animation/cubic_curve.rs (line 37)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
) {
    // Define your control points
    // These points will define the curve
    // You can learn more about bezier curves here
    // https://en.wikipedia.org/wiki/B%C3%A9zier_curve
    let points = [[
        vec3(-6., 2., 0.),
        vec3(12., 8., 0.),
        vec3(-12., 8., 0.),
        vec3(6., 2., 0.),
    ]];

    // Make a CubicCurve
    let bezier = CubicBezier::new(points).to_curve();

    // Spawning a cube to experiment on
    commands.spawn((
        PbrBundle {
            mesh: meshes.add(Cuboid::default()),
            material: materials.add(Color::from(ORANGE)),
            transform: Transform::from_translation(points[0][0]),
            ..default()
        },
        Curve(bezier),
    ));

    // Some light to see something
    commands.spawn(PointLightBundle {
        point_light: PointLight {
            shadows_enabled: true,
            intensity: 10_000_000.,
            range: 100.0,
            ..default()
        },
        transform: Transform::from_xyz(8., 16., 8.),
        ..default()
    });

    // ground plane
    commands.spawn(PbrBundle {
        mesh: meshes.add(Plane3d::default().mesh().size(50., 50.)),
        material: materials.add(Color::from(SILVER)),
        ..default()
    });

    // The camera
    commands.spawn(Camera3dBundle {
        transform: Transform::from_xyz(0., 6., 12.).looking_at(Vec3::new(0., 3., 0.), Vec3::Y),
        ..default()
    });
}

Trait Implementations§

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impl<P> Clone for CubicBezier<P>
where P: Clone + VectorSpace,

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fn clone(&self) -> CubicBezier<P>

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<P> CubicGenerator<P> for CubicBezier<P>
where P: VectorSpace,

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fn to_curve(&self) -> CubicCurve<P>

Build a CubicCurve by computing the interpolation coefficients for each curve segment.
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impl<P> Debug for CubicBezier<P>
where P: Debug + VectorSpace,

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl<P> FromReflect for CubicBezier<P>
where P: VectorSpace + TypePath, CubicBezier<P>: Any + Send + Sync, Vec<[P; 4]>: FromReflect + TypePath + RegisterForReflection,

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fn from_reflect(reflect: &(dyn Reflect + 'static)) -> Option<CubicBezier<P>>

Constructs a concrete instance of Self from a reflected value.
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fn take_from_reflect( reflect: Box<dyn Reflect>, ) -> Result<Self, Box<dyn Reflect>>

Attempts to downcast the given value to Self using, constructing the value using from_reflect if that fails. Read more
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impl<P> GetTypeRegistration for CubicBezier<P>
where P: VectorSpace + TypePath, CubicBezier<P>: Any + Send + Sync, Vec<[P; 4]>: FromReflect + TypePath + RegisterForReflection,

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fn get_type_registration() -> TypeRegistration

Returns the default TypeRegistration for this type.
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fn register_type_dependencies(registry: &mut TypeRegistry)

Registers other types needed by this type. Read more
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impl<P> Reflect for CubicBezier<P>
where P: VectorSpace + TypePath, CubicBezier<P>: Any + Send + Sync, Vec<[P; 4]>: FromReflect + TypePath + RegisterForReflection,

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fn get_represented_type_info(&self) -> Option<&'static TypeInfo>

Returns the TypeInfo of the type represented by this value. Read more
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fn into_any(self: Box<CubicBezier<P>>) -> Box<dyn Any>

Returns the value as a Box<dyn Any>.
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fn as_any(&self) -> &(dyn Any + 'static)

Returns the value as a &dyn Any.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Returns the value as a &mut dyn Any.
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fn into_reflect(self: Box<CubicBezier<P>>) -> Box<dyn Reflect>

Casts this type to a boxed reflected value.
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fn as_reflect(&self) -> &(dyn Reflect + 'static)

Casts this type to a reflected value.
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fn as_reflect_mut(&mut self) -> &mut (dyn Reflect + 'static)

Casts this type to a mutable reflected value.
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fn clone_value(&self) -> Box<dyn Reflect>

Clones the value as a Reflect trait object. Read more
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fn set(&mut self, value: Box<dyn Reflect>) -> Result<(), Box<dyn Reflect>>

Performs a type-checked assignment of a reflected value to this value. Read more
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fn try_apply( &mut self, value: &(dyn Reflect + 'static), ) -> Result<(), ApplyError>

Tries to apply a reflected value to this value. Read more
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fn reflect_kind(&self) -> ReflectKind

Returns a zero-sized enumeration of “kinds” of type. Read more
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fn reflect_ref(&self) -> ReflectRef<'_>

Returns an immutable enumeration of “kinds” of type. Read more
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fn reflect_mut(&mut self) -> ReflectMut<'_>

Returns a mutable enumeration of “kinds” of type. Read more
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fn reflect_owned(self: Box<CubicBezier<P>>) -> ReflectOwned

Returns an owned enumeration of “kinds” of type. Read more
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fn reflect_partial_eq(&self, value: &(dyn Reflect + 'static)) -> Option<bool>

Returns a “partial equality” comparison result. Read more
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fn debug(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Debug formatter for the value. Read more
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fn apply(&mut self, value: &(dyn Reflect + 'static))

Applies a reflected value to this value. Read more
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fn reflect_hash(&self) -> Option<u64>

Returns a hash of the value (which includes the type). Read more
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fn serializable(&self) -> Option<Serializable<'_>>

Returns a serializable version of the value. Read more
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fn is_dynamic(&self) -> bool

Indicates whether or not this type is a dynamic type. Read more
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impl<P> Struct for CubicBezier<P>
where P: VectorSpace + TypePath, CubicBezier<P>: Any + Send + Sync, Vec<[P; 4]>: FromReflect + TypePath + RegisterForReflection,

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fn field(&self, name: &str) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field named name as a &dyn Reflect.
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fn field_mut(&mut self, name: &str) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field named name as a &mut dyn Reflect.
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fn field_at(&self, index: usize) -> Option<&(dyn Reflect + 'static)>

Returns a reference to the value of the field with index index as a &dyn Reflect.
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fn field_at_mut(&mut self, index: usize) -> Option<&mut (dyn Reflect + 'static)>

Returns a mutable reference to the value of the field with index index as a &mut dyn Reflect.
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fn name_at(&self, index: usize) -> Option<&str>

Returns the name of the field with index index.
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fn field_len(&self) -> usize

Returns the number of fields in the struct.
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fn iter_fields(&self) -> FieldIter<'_>

Returns an iterator over the values of the reflectable fields for this struct.
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fn clone_dynamic(&self) -> DynamicStruct

Clones the struct into a DynamicStruct.
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impl<P> TypePath for CubicBezier<P>

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fn type_path() -> &'static str

Returns the fully qualified path of the underlying type. Read more
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fn short_type_path() -> &'static str

Returns a short, pretty-print enabled path to the type. Read more
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fn type_ident() -> Option<&'static str>

Returns the name of the type, or None if it is anonymous. Read more
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fn crate_name() -> Option<&'static str>

Returns the name of the crate the type is in, or None if it is anonymous. Read more
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fn module_path() -> Option<&'static str>

Returns the path to the module the type is in, or None if it is anonymous. Read more
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impl<P> Typed for CubicBezier<P>
where P: VectorSpace + TypePath, CubicBezier<P>: Any + Send + Sync, Vec<[P; 4]>: FromReflect + TypePath + RegisterForReflection,

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fn type_info() -> &'static TypeInfo

Returns the compile-time info for the underlying type.

Auto Trait Implementations§

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impl<P> Freeze for CubicBezier<P>

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impl<P> RefUnwindSafe for CubicBezier<P>
where P: RefUnwindSafe,

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impl<P> Send for CubicBezier<P>
where P: Send,

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impl<P> Sync for CubicBezier<P>
where P: Sync,

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impl<P> Unpin for CubicBezier<P>
where P: Unpin,

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impl<P> UnwindSafe for CubicBezier<P>
where P: UnwindSafe,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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Convert Arc<Trait> (where Trait: Downcast) to Arc<Any>. Arc<Any> can then be further downcast into Arc<ConcreteType> where ConcreteType implements Trait.
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where T: Reflect,

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Returns a mutable reference to the value of the field named name, downcast to T.
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