ecurtiss / CatRom

Creates Catmull-Rom splines for Roblox
https://ecurtiss.github.io/CatRom/
Mozilla Public License 2.0
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CatRom

Creates Catmull-Rom splines for Roblox

Introduction

A Catmull-Rom spline is a C¹ cubic spline that passes through each of its control points. It is a good choice for your project if you want a smooth curve that

  1. passes through every control point and
  2. does not need any extra data to sculpt it (cf. Bézier curves).

In addition to the control points, CatRom provides two parameters to adjust the spline:

  1. alpha: A number (usually in [0, 1]) that loosely affects the curvature of the spline at the control points (default: 0.5)
  2. tension: A number (usually in [0, 1]) that makes the spline more or less taut (default: 0)

Reparametrization

By construction, a Catmull-Rom spline clusters points in regions of higher curvature. This effect is often visually unappealing, so CatRom offers a second parametrization—called a unit-speed (or arc length) parametrization—that yields equally-spaced points given equally-spaced times.

By default, passing true into a method with a unitSpeed argument performs a slow but highly accurate reparametrization. If you are calling a high volume of methods with unitSpeed true, then you should instead call CatRom:PrecomputeUnitSpeedData beforehand; after the initial cost of the precompute step, this method will make your reparametrizations significantly faster at a small cost to accuracy.

Installation

CatRom is available on Wally

CatRom = "ecurtiss/catrom@=1.0.0-rc1"

or as a .rbxm from the Releases page.

Getting started

Here is an annotated example to get you started. Thorough documentation can be found here.

local CatRom = require(path.to.CatRom)

local points = {...} -- A list of Vector2s, Vector3s, or CFrames
local alpha = 0.5
local tension = 0

local spline = CatRom.new(points, alpha, tension)

-- Get the position at a single time
local pos = spline:SolvePosition(0.5)

-- Get the position at 100 times between 0 and 1 (inclusive)
spline:SolveBulk(function(segment, t)
    local pos = segment:SolvePosition(t)
end, 100, 0, 1)

-- Repeat the above with a unit-speed parametrization
spline:PrecomputeUnitSpeedData() -- Optional; makes the math faster for bulk computations
local pos = spline:SolvePosition(0.5, true) -- Notice the `true`to indicate unit speed
spline:SolveBulk(function(segment, t)
    local pos = segment:SolvePosition(t)
end, 100, 0, 1, true) -- Notice the `true` to indicate unit speed

-- Smoothly sweep a CFrame from time 0 to 1 with minimal twisting
local initialCF = CFrame.new(spline:SolvePosition(0))
local interpolant = spline:GetTransportInterpolant(initialCF, 0, 1)
for i = 0, 100 do
    local sweptCF = interpolant(i / 100)
end