Anybody know what method UE uses to create it’s Bezier Splines?
- Quadratic
- Cubic
etc?
Anybody know what method UE uses to create it’s Bezier Splines?
etc?
I believe it is cubic, but I’m not 100% on that. When creating curves, the smoothing is cubic, so I’d assume the splines are similar but that is purely my conjecture.
Cubic Hermite, see FMath::CubicInterp, which does:
P0 * A + P1 * B + P0Tangent * C + P1Tangent * D
A = 2t^3 - 3t^2 + 1
B = -2t^3 + 3t^2
C = t^3 - 2t^2 + t
D = t^3 - t^2
Cheers,
Michael Noland
Ace, thanks Michael
Didn’t know it was part of the FMath library either… that’s gonna be useful.