pub struct Hermite<P>where
P: Point,{ /* private fields */ }
Expand description
A spline interpolated continuously between the nearest two control points, with the position and velocity of the curve specified at both control points. This curve passes through all control points, with the specified velocity which includes direction and parametric speed.
Useful for smooth interpolation when you know the position and velocity at two points in time, such as network prediction.
Interpolation
The curve passes through every control point.
Tangency
Explicitly defined at each control point.
Continuity
At minimum C0 continuous, up to C1.
Usage
let points = [
vec2(-1.0, -20.0),
vec2(3.0, 2.0),
vec2(5.0, 3.0),
vec2(9.0, 8.0),
];
let tangents = [
vec2(0.0, 1.0),
vec2(0.0, 1.0),
vec2(0.0, 1.0),
vec2(0.0, 1.0),
];
let hermite = Hermite::new(points, tangents).to_curve();
let positions: Vec<_> = hermite.iter_positions(100).collect();
Implementations§
§impl<P> Hermite<P>where
P: Point,
impl<P> Hermite<P>where P: Point,
pub fn new(
control_points: impl IntoIterator<Item = P>,
tangents: impl IntoIterator<Item = P>
) -> Hermite<P>
pub fn new( control_points: impl IntoIterator<Item = P>, tangents: impl IntoIterator<Item = P> ) -> Hermite<P>
Create a new Hermite curve from sets of control points.
Trait Implementations§
§impl<P> CubicGenerator<P> for Hermite<P>where
P: Point,
impl<P> CubicGenerator<P> for Hermite<P>where P: Point,
§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 Hermite<P>where P: RefUnwindSafe,
impl<P> Send for Hermite<P>where P: Send,
impl<P> Sync for Hermite<P>where P: Sync,
impl<P> Unpin for Hermite<P>where P: Unpin,
impl<P> UnwindSafe for Hermite<P>where P: UnwindSafe,
Blanket Implementations§
§impl<T, U> AsBindGroupShaderType<U> for Twhere
U: ShaderType,
&'a T: for<'a> Into<U>,
impl<T, U> AsBindGroupShaderType<U> for Twhere U: ShaderType, &'a T: for<'a> Into<U>,
§fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U
Return the
T
ShaderType
for self
. When used in AsBindGroup
derives, it is safe to assume that all images in self
exist.§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere T: Any,
§fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
fn into_any(self: Box<T, Global>) -> Box<dyn Any + 'static, Global>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any + 'static>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.