Revision Difference
math.BSplinePoint#562685
<function name="BSplinePoint" parent="math" type="libraryfunc">
<description>Basic code for Bézier-Spline algorithm.</description>
<realm>Shared and Menu</realm>
<file line="146-L162">lua/includes/extensions/math.lua</file>
<file line="131-L142">lua/includes/extensions/math.lua</file>
<args>
<arg name="fraction" type="number">
A number in the range `[0,fractionMax]` which controls which location along the spline's length should be evaluated as the return value.
</arg>
<arg name="points" type="table">
A table of <page text="Vectors">Vector</page> that form the spline.
There must be **at least** 4 points.
</arg>
<arg name="fractionMax" type="number">
The maximum value of the `fraction` argument.
The most common value for this is `1`.
</arg>
</args>
<rets>
<ret name="" type="Vector">The point on the Bézier curve that corresponds to the given `fraction` argument.</ret>
</rets>
</function>
<example>
<description>
Makes a black box that moves a Bézier curve made out of 4 points.
</description>
<code>
local points = {
Vector( 100, 100, 0 ),
Vector( 200, 200, 0 ),
Vector( 300, 100, 0 ),
Vector( 400, 200, 0 )
}
hook.Add( "HUDPaint", "BSplinePointExample", function()
-- Draw the points
for _, p in ipairs( points ) do
draw.RoundedBox( 0, p.x - 2, p.y - 2, 4, 4, color_white )
end
-- Draw the spline
surface.SetDrawColor( 255, 0, 0, 255 )
local lastPos = math.BSplinePoint( 0, points, 1 )
for i=0, 10 do
local pos = math.BSplinePoint( i / 10, points, 1 )
surface.DrawLine( lastPos.x, lastPos.y, pos.x, pos.y )
lastPos = pos
end
-- Draw a point on the spline
local pos = math.BSplinePoint( ( math.cos( CurTime() ) + 1 ) / 2, points, 1 )
draw.RoundedBox( 0, pos.x - 2, pos.y - 2, 4, 4, color_black )
end )
</code>
</example>
<example>
<description>Interactive demo</description>
<code>
local PANEL = {}
PANEL.Init = function( panel )
panel:SetText( "" )
panel:SetSize( 24, 24 )
panel.Dragging = false
end
PANEL.OnCursorMoved = function( panel, x, y )
if ( panel.Dragging ) then
local x, y = input.GetCursorPos()
panel:SetPos( panel.StartPos.x + x - panel.CursorPos.x , panel.StartPos.y + y - panel.CursorPos.y )
end
end
PANEL.OnMousePressed = function( panel, x, y )
panel.Dragging = true
local x, y = input.GetCursorPos()
panel.CursorPos = { x = x, y = y }
local x, y = panel:GetPos()
panel.StartPos = { x = x, y = y }
end
PANEL.OnMouseReleased = function( panel, x, y ) panel.Dragging = false end
PANEL.OnCursorExited = PANEL.OnCursorMoved
local MovableButton = vgui.RegisterTable( PANEL, "DButton" )
local f = vgui.Create( "DFrame" )
f:SetSize( 500, 500 )
f:Center()
f:MakePopup()
local oldPaint = f.Paint
f.Paint = function( pnl, w, h )
oldPaint( pnl, w, h )
local points = {}
for k, pnl in ipairs( pnl:GetChildren() ) do
local x, y = pnl:GetPos()
if ( pnl.Dragging != nil ) then
table.insert( points, Vector( x, y, 0 ) )
pnl:SetText( #points )
end
end
surface.SetDrawColor( 255, 0, 0, 255 )
local lastPos = math.BSplinePoint( 0, points, 1 )
for i=0, 32 do
local pos = math.BSplinePoint( i / 32, points, 1 )
surface.DrawLine( lastPos.x, lastPos.y, pos.x, pos.y )
lastPos = pos
end
end
vgui.CreateFromTable( MovableButton, f ):SetPos( 100, 100 )
vgui.CreateFromTable( MovableButton, f ):SetPos( 200, 200 )
vgui.CreateFromTable( MovableButton, f ):SetPos( 300, 100 )
vgui.CreateFromTable( MovableButton, f ):SetPos( 400, 200 )
local addBtn = vgui.Create( "DButton", f )
addBtn:Dock( TOP )
addBtn:SetText( "Add point" )
addBtn.DoClick = function() vgui.CreateFromTable( MovableButton, f ):SetPos( VectorRand( 20, 450 ):Unpack() ) end
</code>
</example>