Cubic Bézier curve tangent for 2D Vector
import { v2CubicBezierCurveTangent, Vector2 } from 'mz-math';
const t = 0.6; // mast be in range [0, 1]
const startControlPoint: Vector2 = [100, 200];
const center1ControlPoint: Vector2 = [100, 50];
const center2ControlPoint: Vector2 = [200, 150];
const endControlPoint: Vector2 = [300, 250];
const decimalPlaces = 2; // optional
const result: Vector2 = v2CubicBezierCurveTangent(
t,
startControlPoint,
center1ControlPoint,
center2ControlPoint,
endControlPoint,
decimalPlaces
);
Cubic Bézier curve tangent for 3D Vector
import { v3CubicBezierCurveTangent, Vector2 } from 'mz-math';
const t = 0.6; // mast be in range [0, 1]
const startControlPoint: Vector3 = [100, 200, 0];
const center1ControlPoint: Vector3 = [100, 50, 0];
const center2ControlPoint: Vector3 = [200, 150, 0];
const endControlPoint: Vector3 = [300, 250, 0];
const decimalPlaces = 2; // optional
const result: Vector3 = v3CubicBezierCurveTangent(
t,
startControlPoint,
center1ControlPoint,
center2ControlPoint,
endControlPoint,
decimalPlaces
);
Quadratic Bézier curve tangent for 2D Vector
import { dxV2QuadraticBezierCurve, Vector2 } from 'mz-math';
const t = 0.6; // mast be in range [0, 1]
const startControlPoint: Vector2 = [150, 550];
const centerControlPoint: Vector2 = [400, 300];
const endControlPoint: Vector2 = [50, 550];
const decimalPlaces = 2; // optional
const result: Vector2 = dxV2QuadraticBezierCurve(
t,
startControlPoint,
centerControlPoint,
endControlPoint,
decimalPlaces
);
Quadratic Bézier curve tangent for 3D Vector
import { dxV3QuadraticBezierCurve, Vector3 } from 'mz-math';
const t = 0.6; // mast be in range [0, 1]
const startControlPoint: Vector3 = [150, 550, 0];
const centerControlPoint: Vector3 = [400, 300, 0];
const endControlPoint: Vector3 = [50, 550, 0];
const decimalPlaces = 2; // optional
const result: Vector3 = dxV3QuadraticBezierCurve(
t,
startControlPoint,
centerControlPoint,
endControlPoint,
decimalPlaces
);