# Objective A Bezier curve is a curve defined by two or more control points. In the simplest form, it's just a line. The (arguably) most common type of Bezier curve is a cubic Bezier, defined by four control points. These are often used in animation, etc. Bevy has a Bezier curve struct called `Bezier`. However, this is technically a misnomer as it only represents cubic Bezier curves. ## Solution This PR changes the struct name to `CubicBezier` to more accurately reflect the struct's usage. Since it's exposed in Bevy's prelude, it can potentially collide with other `Bezier` implementations. While that might instead be an argument for removing it from the prelude, there's also something to be said for adding a more general `Bezier` into Bevy, in which case we'd likely want to use the name `Bezier`. As a final motivator, not only is the struct located in `cubic_spines.rs`, there are also several other spline-related structs which follow the `CubicXxx` naming convention where applicable. For example, `CubicSegment` represents a cubic Bezier curve (with coefficients pre-baked). --- ## Migration Guide - Change all `Bezier` references to `CubicBezier`
		
			
				
	
	
		
			90 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Demonstrates how to work with Cubic curves.
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use bevy::{
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    math::{cubic_splines::CubicCurve, vec3},
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    prelude::*,
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};
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#[derive(Component)]
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pub struct Curve(CubicCurve<Vec3>);
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fn main() {
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    App::new()
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        .add_plugins(DefaultPlugins)
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        .add_systems(Startup, setup)
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        .add_systems(Update, animate_cube)
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        .run();
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}
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fn setup(
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    mut commands: Commands,
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    mut meshes: ResMut<Assets<Mesh>>,
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    mut materials: ResMut<Assets<StandardMaterial>>,
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) {
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    // Define your control points
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    // These points will define the curve
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    // You can learn more about bezier curves here
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    // https://en.wikipedia.org/wiki/B%C3%A9zier_curve
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    let points = [[
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        vec3(-6., 2., 0.),
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        vec3(12., 8., 0.),
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        vec3(-12., 8., 0.),
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        vec3(6., 2., 0.),
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    ]];
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    // Make a CubicCurve
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    let bezier = CubicBezier::new(points).to_curve();
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    // Spawning a cube to experiment on
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    commands.spawn((
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        PbrBundle {
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            mesh: meshes.add(shape::Cube::default().into()),
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            material: materials.add(Color::ORANGE.into()),
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            transform: Transform::from_translation(points[0][0]),
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            ..default()
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        },
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        Curve(bezier),
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    ));
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    // Some light to see something
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    commands.spawn(PointLightBundle {
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        point_light: PointLight {
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            intensity: 9000.,
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            range: 100.,
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            shadows_enabled: true,
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            ..default()
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        },
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        transform: Transform::from_xyz(8., 16., 8.),
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        ..default()
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    });
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    // ground plane
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    commands.spawn(PbrBundle {
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        mesh: meshes.add(shape::Plane::from_size(50.).into()),
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        material: materials.add(Color::SILVER.into()),
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        ..default()
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    });
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    // The camera
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    commands.spawn(Camera3dBundle {
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        transform: Transform::from_xyz(0., 6., 12.).looking_at(Vec3::new(0., 3., 0.), Vec3::Y),
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        ..default()
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    });
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}
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pub fn animate_cube(
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    time: Res<Time>,
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    mut query: Query<(&mut Transform, &Curve)>,
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    mut gizmos: Gizmos,
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) {
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    let t = (time.elapsed_seconds().sin() + 1.) / 2.;
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    for (mut transform, cubic_curve) in &mut query {
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        // Draw the curve
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        gizmos.linestrip(cubic_curve.0.iter_positions(50), Color::WHITE);
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        // position takes a point from the curve where 0 is the initial point
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        // and 1 is the last point
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        transform.translation = cubic_curve.0.position(t);
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    }
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}
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