Revision Difference
math.CubicBezier#561047
<cat>libraryfunc</cat>
<function name="CubicBezier" parent="math" type="libraryfunc">
<description>Lerp point between 4 control points with cubic bezier.
See <page>math.QuadraticBezier</page> for a similar function which works with 3 control points.
</description>
<realm>Shared and Menu</realm>
<added>2023.08.08</added>
<file line="260-L266">lua/includes/extensions/math.lua</file>
<args>
<arg name="frac" type="number">The fraction for finding the result. This number is clamped between 0 and 1.</arg>
<arg name="p0" type="Vector">First control point</arg>
<arg name="p1" type="Vector">First tangent</arg>
<arg name="p2" type="Vector">Second tangent</arg>
<arg name="p3" type="Vector">Second control point</arg>
</args>
<rets>
<ret name="" type="Vector">Point between control points at the specified fraction</ret>
</rets>
</function>
<example>
<description>Demonstrates the use of this function.</description>
<code>
local points = {
Vector( 128, 128 ),
Vector( 384, 128 ),
Vector( 384, 384 ),
Vector( 128, 384 )
}
hook.Add( "HUDPaint", "math.CubicBezier", function()
local frac = RealTime() % 1
local point = math.CubicBezier( frac, points[1], points[2], points[3], points[4] )
surface.SetDrawColor( 255, 255, 0 )
surface.DrawRect( point.x - 4, point.y - 4, 8, 8 )
surface.DrawRect( points[1].x - 4, points[1].y - 4, 8, 8 )
surface.DrawRect( points[2].x - 4, points[2].y - 4, 8, 8 )
surface.DrawRect( points[3].x - 4, points[3].y - 4, 8, 8 )
surface.DrawRect( points[4].x - 4, points[4].y - 4, 8, 8 )
end )
</code>
<output>
<image src="https://i.imgur.com/5TeyaJP.gif"/>⤶
<image src="ab571/8dc38952f5e0f29.gif" alt="Cubic bezier demonstration" />⤶
</output>
</example>