Struct bevy::math::cubic_splines::LinearSpline

pub struct LinearSpline<P>
where P: VectorSpace,
{ /* private fields */ }
Expand description

A spline interpolated linearly between the nearest 2 points.

§Interpolation

The curve passes through every control point.

§Tangency

The curve is not generally differentiable at control points.

§Continuity

The curve is C0 continuous, meaning it has no holes or jumps.

Implementations§

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

pub fn new(points: impl Into<Vec<P>>) -> LinearSpline<P>

Create a new linear spline

Examples found in repository?
examples/3d/auto_exposure.rs (lines 62-67)
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fn setup(
    mut commands: Commands,
    mut meshes: ResMut<Assets<Mesh>>,
    mut materials: ResMut<Assets<StandardMaterial>>,
    mut compensation_curves: ResMut<Assets<AutoExposureCompensationCurve>>,
    asset_server: Res<AssetServer>,
) {
    let metering_mask = asset_server.load("textures/basic_metering_mask.png");

    commands.spawn((
        Camera3dBundle {
            camera: Camera {
                hdr: true,
                ..default()
            },
            transform: Transform::from_xyz(1.0, 0.0, 0.0).looking_at(Vec3::ZERO, Vec3::Y),
            ..default()
        },
        AutoExposureSettings {
            metering_mask: metering_mask.clone(),
            ..default()
        },
        Skybox {
            image: asset_server.load("environment_maps/pisa_specular_rgb9e5_zstd.ktx2"),
            brightness: bevy::pbr::light_consts::lux::DIRECT_SUNLIGHT,
        },
    ));

    commands.insert_resource(ExampleResources {
        basic_compensation_curve: compensation_curves.add(
            AutoExposureCompensationCurve::from_curve(LinearSpline::new([
                vec2(-4.0, -2.0),
                vec2(0.0, 0.0),
                vec2(2.0, 0.0),
                vec2(4.0, 2.0),
            ]))
            .unwrap(),
        ),
        basic_metering_mask: metering_mask.clone(),
    });

    let plane = meshes.add(Mesh::from(
        Plane3d {
            normal: -Dir3::Z,
            half_size: Vec2::new(2.0, 0.5),
        }
        .mesh(),
    ));

    // Build a dimly lit box around the camera, with a slot to see the bright skybox.
    for level in -1..=1 {
        for side in [-Vec3::X, Vec3::X, -Vec3::Z, Vec3::Z] {
            if level == 0 && Vec3::Z == side {
                continue;
            }

            let height = Vec3::Y * level as f32;

            commands.spawn(PbrBundle {
                mesh: plane.clone(),
                material: materials.add(StandardMaterial {
                    base_color: Color::srgb(
                        0.5 + side.x * 0.5,
                        0.75 - level as f32 * 0.25,
                        0.5 + side.z * 0.5,
                    ),
                    ..default()
                }),
                transform: Transform::from_translation(side * 2.0 + height)
                    .looking_at(height, Vec3::Y),
                ..default()
            });
        }
    }

    commands.insert_resource(AmbientLight {
        color: Color::WHITE,
        brightness: 0.0,
    });

    commands.spawn(PointLightBundle {
        point_light: PointLight {
            intensity: 5000.0,
            ..default()
        },
        transform: Transform::from_xyz(0.0, 0.0, 0.0),
        ..default()
    });

    commands.spawn(ImageBundle {
        image: UiImage {
            texture: metering_mask,
            ..default()
        },
        style: Style {
            width: Val::Percent(100.0),
            height: Val::Percent(100.0),
            ..default()
        },
        ..default()
    });

    let text_style = TextStyle {
        font: asset_server.load("fonts/FiraMono-Medium.ttf"),
        font_size: 18.0,
        ..default()
    };

    commands.spawn(
        TextBundle::from_section(
            "Left / Right — Rotate Camera\nC — Toggle Compensation Curve\nM — Toggle Metering Mask\nV — Visualize Metering Mask",
            text_style.clone(),
        )
        .with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(10.0),
            left: Val::Px(10.0),
            ..default()
        }),
    );

    commands.spawn((
        TextBundle::from_section("", text_style).with_style(Style {
            position_type: PositionType::Absolute,
            top: Val::Px(10.0),
            right: Val::Px(10.0),
            ..default()
        }),
        ExampleDisplay,
    ));
}

Trait Implementations§

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impl<P> CubicGenerator<P> for LinearSpline<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.

Auto Trait Implementations§

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impl<P> Freeze for LinearSpline<P>

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

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

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

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

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

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