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returnUtils::bezier_interp( p0.y, y1, y2, p3.y, t );
I have looked into Unreal's code and to A Primer on Bézier Curves but I still can't wrap my head around the mathematics behind their implementations to make the tangent weights working as expected.
As a side note, this small yet major change would force any existing timed-based curves to be re-made to correspond to the new behavior.
The text was updated successfully, but these errors were encountered:
The method
Curve::evaluate_by_time
doesn't take in account the X-axis of tangents, making it useless inside the editor.As the code suggests, it isn't implemented yet, some tries have been made but the results are not satisfying enough:
cpp-curve-x/src/curve.cpp
Lines 72 to 78 in d91b871
I have looked into Unreal's code and to A Primer on Bézier Curves but I still can't wrap my head around the mathematics behind their implementations to make the tangent weights working as expected.
As a side note, this small yet major change would force any existing timed-based curves to be re-made to correspond to the new behavior.
The text was updated successfully, but these errors were encountered: