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[Merged by Bors] - Add Beziers to bevy_math #7653

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@aevyrie aevyrie commented Feb 13, 2023

Objective

  • Adds foundational math for Bezier curves, useful for UI/2D/3D animation and smooth paths.
2023-02-14.12-07-33.mp4

Solution

  • Adds the generic Bezier type, and a Point trait. The Point trait allows us to use control points of any dimension, as long as they support vector math. I've implemented it for f32(1D), Vec2(2D), and Vec3/Vec3A(3D).
  • Adds CubicBezierEasing on top of Bezier with the addition of an implementation of cubic Bezier easing, which is a foundational tool for UI animation.
    • This involves solving for $t$ in the parametric Bezier function $B(t)$ using the Newton-Raphson method to find a value with error $\leq$ 1e-7, capped at 8 iterations.
  • Added type aliases for common Bezier curves: CubicBezier2d, CubicBezier3d, QuadraticBezier2d, and QuadraticBezier3d. These types use Vec3A to represent control points, as this was found to have an 80-90% speedup over using Vec3.
  • Benchmarking shows quadratic/cubic Bezier evaluations $B(t)$ take ~1.8/2.4ns respectively. Easing, which requires an iterative solve takes ~50ns for cubic Beziers.

Changelog

  • Added CubicBezier2d, CubicBezier3d, QuadraticBezier2d, and QuadraticBezier3d types with methods for sampling position, velocity, and acceleration. The generic Bezier type is also available, and generic over any degree of Bezier curve.
  • Added CubicBezierEasing, with additional methods to allow for smooth easing animations.

@alice-i-cecile alice-i-cecile added the A-Math Fundamental domain-agnostic mathematical operations label Feb 13, 2023
@alice-i-cecile alice-i-cecile added the C-Feature A new feature, making something new possible label Feb 13, 2023
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Very useful as a primitive. I'm not sure how I feel about a trait specifically for cubic beziers; a const generic for the number of control points feels more correct.

That's 110% fine to punt to later work though.

@alice-i-cecile alice-i-cecile added the A-Animation Make things move and change over time label Feb 13, 2023
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aevyrie commented Feb 13, 2023

Very useful as a primitive. I'm not sure how I feel about a trait specifically for cubic beziers; a const generic for the number of control points feels more correct.

That's 110% fine to punt to later work though.

Cubic Beziers always have 4 control points. An algorithm for higher-order Bezier curves is not included here, and could become a performance footgun. If users need more control points per spline, they should (probably) either chain cubic Beziers, or use a different type of spline.

I created a trait because the math is the same for cubic Beziers of any dimension. I originally had a generic function, but wanted to be able to use self, so I made a trait. That had the downside of requiring the trait to be imported, so I "re-exported" the trait method by adding delegates to the concrete types. Because of this, I could go back to using a generic function while still being able to use self via the delegate.

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That's a good explanation: I'm happy with this approach.

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aevyrie commented Feb 13, 2023

We need some tests to verify this is working as expected. Any suggestions?

  1. Draw an animation curve that exactly represents a diagonal line, and compare samples to an explicit function:
    $y = 0.5 * x$ = Bezier.evaluate_y_at(t)
  2. Use another program to compute the values, and hardcode those as correct answers in the test

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I like both of these. I would also suggest testing the derivative at various points using a simple finite differences sanity check, and verifying that tweaking coefficients results in directionally correct changes.

Bugs here are almost certain to be of either a "catastrophic" or "swapped sign" form.

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aevyrie commented Feb 14, 2023

Huh, looks like there is a duplicate dep, though I haven't touched the lockfile.

Alice nerd sniped me, I made Beziers const generic over any degree, as well as for 1D/2D/3D. The API is pretty nice, no generics needed as all information is provided during instantiation; e.g. this is a degree 4, 3D (Vec3) Bezier:

let bezier = Bezier::new([
    vec3(0.0, 0.0, 0.0),
    vec3(0.0, 1.0, 0.0),
    vec3(1.0, 0.0, 0.0),
    vec3(1.0, 1.0, 1.0),
    vec3(0.0, 0.0, 0.0),
]);

I've added type aliases for common Beziers:

pub type CubicBezier2d = Bezier<Vec2, 4>;
pub type CubicBezier3d = Bezier<Vec3A, 4>;
pub type QuadraticBezier2d = Bezier<Vec2, 3>;
pub type QuadraticBezier3d = Bezier<Vec3A, 3>;

I did some benchmarking, and saw a massive speedup after switching the cubic and quadratic types to use Vec3A. Bezier evaluations $B(t)$ take ~1.8 - 2.4ns. For easing, which requires an iterative solve, I have this down to ~54ns for cubics.

@aevyrie aevyrie changed the title Add cubic Beziers to bevy_math Add Beziers to bevy_math Feb 14, 2023
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bors bot commented Feb 17, 2023

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bors bot commented Feb 17, 2023

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Seems like it will be very useful to have this standardized. I've needed bezier curves in my own projects before, it will be nice to have a foundation in bevy itself.

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Nice documentation, it's extensive enough where necessary. The code all looks correct, but I'm quite concerned about the lack of tests. Earlier in the thread you gave two suggestions for ways of testing this. I think both of them would be good.

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aevyrie commented Feb 20, 2023

Added tests and did some further cleanup.

@alice-i-cecile alice-i-cecile added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Feb 20, 2023
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@aevyrie once you fix CI I'll merge this :)

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bors r+

bors bot pushed a commit that referenced this pull request Feb 20, 2023
# Objective

- Adds foundational math for Bezier curves, useful for UI/2D/3D animation and smooth paths.

https://user-images.githubusercontent.com/2632925/218883143-e138f994-1795-40da-8c59-21d779666991.mp4

## Solution

- Adds the generic `Bezier` type, and a `Point` trait. The `Point` trait allows us to use control points of any dimension, as long as they support vector math. I've implemented it for `f32`(1D), `Vec2`(2D), and `Vec3`/`Vec3A`(3D).
- Adds `CubicBezierEasing` on top of `Bezier` with the addition of an implementation of cubic Bezier easing, which is a foundational tool for UI animation.
  - This involves solving for $t$ in the parametric Bezier function $B(t)$ using the Newton-Raphson method to find a value with error $\leq$ 1e-7, capped at 8 iterations.
- Added type aliases for common Bezier curves: `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d`. These types use `Vec3A` to represent control points, as this was found to have an 80-90% speedup over using `Vec3`.
- Benchmarking shows quadratic/cubic Bezier evaluations $B(t)$ take \~1.8/2.4ns respectively. Easing, which requires an iterative solve takes \~50ns for cubic Beziers. 

---

## Changelog

- Added `CubicBezier2d`, `CubicBezier3d`, `QuadraticBezier2d`, and `QuadraticBezier3d` types with methods for sampling position, velocity, and acceleration. The generic `Bezier` type is also available, and generic over any degree of Bezier curve.
- Added `CubicBezierEasing`, with additional methods to allow for smooth easing animations.
@bors bors bot changed the title Add Beziers to bevy_math [Merged by Bors] - Add Beziers to bevy_math Feb 20, 2023
@bors bors bot closed this Feb 20, 2023
bors bot pushed a commit to bevyengine/bevy-website that referenced this pull request Mar 6, 2023
## How This Works

For the Bevy 0.10 release blog post (and for the first time ever), I'm publicly opening the doors to other people writing blog post sections. Specifically, if you worked on a feature in a substantial way and are interested in presenting it, you can now ask to claim a section by leaving a comment in this PR. If you claim a section, submit a pull request to the `release-0.10.0` branch in this repo. For the next week, we will be filling in sections (the release target is Saturday March 4th). Please don't claim a section if you don't plan on completing it within that timeline. Also don't claim a section if you weren't an active participant in the design and implementation of the change (unless you are a Maintainer or SME).

I will claim any unclaimed sections.

Try to match the style of previous release blog posts as much as possible.

1. Show, don't tell. Don't bombard people with information. Avoid large walls of text _and_ large walls of code. Prefer the pattern "byte sized description of one thing" -> "example code/picture/video contextualizing that one thing" -> repeat. Take readers on a journey step by simple step.
2. Don't use up reader's "mental bandwidth" without good reason. We can't afford page-long descriptions of minor bug fixes. If it isn't a "headliner change", keep the description short and sweet. If a change is self describing, let it do that (ex: We now support this new mesh shape primitive ... this is what it looks like). If it is a "headliner change", still try to keep it reasonable. We always have a lot to cover.
3. In slight competition with point (2), don't omit interesting technical information when it is truly fun and engaging. A good chunk of our users are highly technical and enjoy learning how the sausage is made. Try to strike a balance between "terse and simple" and "nerdy details".
4. When relevant, briefly describe the problem being solved first, then describe the solution we chose. This contextualizes the change and gives the feature value and purpose.
5. When possible, provide visuals. They create interest / keep people hooked / break up the monotony.
6. Record images and videos at the default bevy resolution (1280x720)
7. Provide an accurate listing of authors that meaningfully contributed to the feature. Try to sort in order of "contribution scale". This is hard to define, but try to be fair. When in doubt, ask other contributors, SMEs, and/or maintainers.
8. Provide numbers and graphs where possible.  If something is faster, use numbers to back it up. We don't (yet) have automated graph generation in blog post style, so send data / info to me (@cart) if you want a graph made.

## Headliners

Headliners are our "big ticket high importance / high profile" changes. They are listed briefly at the beginning of the blog post, their entries are roughly sorted "to the top", and they are given priority when it comes to "space in the blog post". If you think we missed something (or didn't prioritize something appropriately), let us know.

* ECS Schedule v3 (previously known as "stageless")  
* Partial Android Support
* Depth and Normal Prepass
* Environment Map Lighting
* Cascaded Shadow Maps
* Distance and Atmospheric Fog
* Smooth Skeletal Animation Transitions
* Enable Parallel Pipelined Rendering
* Windows as Entities
* Renderer Optimizations
* ECS Optimizations

## Sections

These are the sections we will cover in the blog post. If a section has been claimed, it will have `(claimed by X)` in the title. If it is unclaimed it will have `(unclaimed)` in the title. Let us know if we missed a section. We don't cover every feature, but we should cover pretty much everything that would be interesting to users. Note that what is interesting or challenging to implement is not necessarily something that is relevant to our blog post readers. And sometimes the reverse is true!

If you believe a section should be split up or reorganized, just bring it up here and we can discuss it.

### ~~Schedule V3 (claimed by @alice-i-cecile)~~

* [Migrate engine to Schedule v3][7267]
* [Add `bevy_ecs::schedule_v3` module][6587]
* [Stageless: fix unapplied systems][7446]
* [Stageless: move final apply outside of spawned executor][7445]
* Sets
* Base Sets
  * [Base Sets][7466]
* Reporting
  * [Report sets][7756]
  * [beter cycle reporting][7463]
* Run Conditions
  * [Add condition negation][7559]
  * [And/Or][7605]
  * [Add more common run conditions][7579]
* States
  * [States derive macro][7535]
* System Piping Flexibility
  * [Support piping exclusive systems][7023]
  * [Allow piping run conditions][7547]

### ~~Depth and Normal Prepass (claimed by @IceSentry)~~

* [Add depth and normal prepass][6284]
* [Move prepass functions to prepass_utils][7354]

### ~~Distance and Atmospheric Fog (claimed by @coreh)~~

* [Add Distance and Atmospheric Fog support][6412]

### ~~Cascaded Shadow Maps (claimed by @cart)~~

* [Cascaded shadow maps.][7064]
* [Better cascades config defaults + builder, tweak example configs][7456]

### ~~Environment Map Lighting (claimed by @cart)~~

* [EnvironmentMapLight, BRDF Improvements][7051]
* [Webgl2 support][7737]

### ~~Tonemapping options (claimed by @cart)~~

* [Initial tonemapping options][7594]

### ~~Android support + unification (claimed by @mockersf)~~

* [IOS, Android... same thing][7493]

### ~~Windows as Entities (claimed by @Aceeri)~~

* [Windows as Entities][5589]
* [break feedback loop when moving cursor][7298]
* [Fix `Window` feedback loop between the OS and Bevy][7517]

### ~~Enable Parallel Pipelined Rendering (claimed by @james7132)~~

* [Pipelined Rendering][6503]
* [Stageless: add a method to scope to always run a task on the scope thread][7415]
* [Separate Extract from Sub App Schedule][7046]

### ~~Smooth Skeletal Animation Transitions (claimed by @james7132)~~

* [Smooth Transition between Animations][6922]

### ~~Spatial Audio (claimed by @harudagondi)~~

* [Spatial Audio][6028]

### ~~Shader Processor Features (claimed by @cart)~~

* [Shader defs can now have a value][5900]
* [Shaders can now have #else ifdef chains][7431]
* [Define shader defs in shader][7518]

### ~~Shader Flexibility Improvements (claimed by @cart)~~

* [add ambient lighting hook][5428]
* [Refactor Globals and View structs into separate shaders][7512]

### ~~Renderer Optimizations (claimed by @james7132)~~

* [bevy_pbr: Avoid copying structs and using registers in shaders][7069]
* [Flatten render commands][6885]
* [Replace UUID based IDs with a atomic-counted ones][6988]
* [improve compile time by type-erasing wgpu structs][5950]
* [Shrink DrawFunctionId][6944]
* [Shrink ComputedVisibility][6305]
* [Reduce branching in TrackedRenderPass][7053]
* [Make PipelineCache internally mutable.][7205]
* [Improve `Color::hex` performance][6940]
* [Support recording multiple CommandBuffers in RenderContext][7248]
* [Parallelized transform propagation][4775]
* [Introduce detailed_trace macro, use in TrackedRenderPass][7639]
* [Optimize color computation in prepare_uinodes][7311]
* [Directly extract joints into SkinnedMeshJoints][6833]
* [Parallelize forward kinematics animation systems][6785]
* [Move system_commands spans into apply_buffers][6900]
* [Reduce the use of atomics in the render phase][7084]

### ~~ECS Optimizations (claimed by @james7132 )~~

* [Remove redundant table and sparse set component IDs from Archetype][4927]
* [Immutable sparse sets for metadata storage][4928]
* [Replace BlobVec's swap_scratch with a swap_nonoverlapping][4853]
* [Use T::Storage::STORAGE_TYPE to optimize out unused branches][6800]
* [Remove unnecessary branching from bundle insertion][6902]
* [Split Component Ticks][6547]
* [use bevy_utils::HashMap for better performance. TypeId is predefined …][7642]
* [Extend EntityLocation with TableId and TableRow][6681]
* [Basic adaptive batching for parallel quer- [Speed up `CommandQueue` by storing commands more densely][6391]y iteration][4777]

### ~~Reflect Improvements (claimed by @cart)~~

* [bevy_reflect: Add `ReflectFromReflect` (v2)][6245]
* [Add reflection support for VecDeque][6831]
* [reflect: add `insert` and `remove` methods to `List`][7063]
* [Add `remove` method to `Map` reflection trait.][6564]
* [bevy_reflect: Fix binary deserialization not working for unit structs][6722]
* [Add `TypeRegistrationDeserializer` and remove `BorrowedStr`][7094]
* [bevy_reflect: Add simple enum support to reflection paths][6560]
* [Enable deriving Reflect on structs with generic types][7364]
* [bevy_reflect: Support tuple reflection paths][7324]
* [bevy_reflect: Pre-parsed paths][7321]
* [bevy_ecs: ReflectComponentFns without World][7206]

### ~~AsBindGroup Improvements (claimed by @cart)~~

* [Support storage buffers in derive `AsBindGroup`][6129]
* [Support raw buffers in AsBindGroup][7701]

### ~~Cylinder Shape (claimed by @cart)~~

* [Add cylinder shape][6809]

### ~~Subdividable Plane Shape (claimed by @cart)~~

* [added subdivisions to shape::Plane][7546]

### ~~StandardMaterial Blend Modes (claimed by @coreh)~~

* [Standard Material Blend Modes][6644]

### ~~Configurable Visibility Component (claimed by @cart)~~

* [enum `Visibility` component][6320]

### Task Improvements (claimed by @cart)

* [Fix panicking on another scope][6524]
* [Add thread create/destroy callbacks to TaskPool][6561]
* [Thread executor for running tasks on specific threads.][7087]
* [await tasks to cancel][6696]
* [Stageless: move MainThreadExecutor to schedule_v3][7444]
* [Stageless: close the finish channel so executor doesn't deadlock][7448]

### ~~Upgrade to wgpu 0.15 (claimed by @cart)~~

* [Wgpu 0.15][7356]

### ~~Expose Bindless / Non-uniform Indexing Support (claimed by @cart)~~

* [Request WGPU Capabilities for Non-uniform Indexing][6995]

### ~~Cubic Spline (claimed by @aevyrie)~~

* [Bezier][7653]

### ~~Revamp Bloom (claimed by @JMS55)~~

* [Revamp bloom](bevyengine/bevy#6677)

### ~~Use Prepass Shaders for Shadows (claimed by @superdump)~~

* [use prepass shaders for shadows](bevyengine/bevy#7784)

### ~~AccessKit (claimed by @alice-i-cecile)~~

* [accesskit](bevyengine/bevy#6874)

### ~~Camera Output Modes (claimed by @cart)~~

* [camera output modes](bevyengine/bevy#7671)

### ~~SystemParam Improvements (claimed by @JoJoJet)~~

* [Make the `SystemParam` derive macro more flexible][6694]
* [Add a `SystemParam` primitive for deferred mutations; allow `#[derive]`ing more types of SystemParam][6817]

### ~~Gamepad Improvements (claimed by @cart)~~

* [Gamepad events refactor][6965]
* [add `Axis::devices` to get all the input devices][5400]

### ~~Input Methods (claimed by @cart)~~

* [add Input Method Editor support][7325]

### ~~Color Improvements (claimed by @cart)~~

* [Add LCH(ab) color space to `bevy_render::color::Color`][7483]
* [Add a more familiar hex color entry][7060]

### ~~Split Up CorePlugin (claimed by @cart)~~

* [Break `CorePlugin` into `TaskPoolPlugin`, `TypeRegistrationPlugin`, `FrameCountPlugin`.][7083]

### ~~ExtractComponent Derive (claimed by @cart)~~

* [Extract component derive][7399]

### ~~Added OpenGL and DX11 Backends By Default (claimed by @cart)~~

* [add OpenGL and DX11 backends][7481]

### ~~UnsafeWorldCell (claimed by @BoxyUwU)~~

* [Move all logic to `UnsafeWorldCell`][7381]
* [Rename `UnsafeWorldCellEntityRef` to `UnsafeEntityCell`][7568]

### ~~Entity Commands (claimed by @cart)~~

* [Add a trait for commands that run for a given `Entity`][7015]

* [Add an extension trait to `EntityCommands` to update hierarchy while preserving `GlobalTransform`][7024]
* [Add ReplaceChildren and ClearChildren EntityCommands][6035]

### ~~Iterate EntityRef (claimed by @james7132)~~

* [Allow iterating over with EntityRef over the entire World][6843]

### ~~Ref Queries (@JoJoJet)~~

* [Added Ref to allow immutable access with change detection][7097]

### ~~Taffy Upgrade (claimed by @cart)~~

* [Upgrade to Taffy 0.2][6743]

### ~~Relative Cursor Position (claimed by @cart)~~

* [Relative cursor position][7199]

### ~~Const UI Config (claimed by @cart)~~

* [Add const to methods and const defaults to bevy_ui][5542]

### ~~Examples (claimed by @cart)~~

* [Add pixelated Bevy to assets and an example][6408]
* [Organized scene_viewer into plugins for reuse and organization][6936]

### ~~CI Improvements (claimed by @cart)~~

* [add rust-version for MSRV and CI job to check][6852]
* [msrv: only send a message on failure during the actual msrv part][7532]
* [Make CI friendlier][7398]
* [Fix CI welcome message][7428]
* [add an action to ask for a migration guide when one is missing][7507]

### ~~SMEs (@cart)~~

This was already covered in another blog post. Just briefly call out what they are and that this is the first release that used them. Link to the other blog post.

* [Subject Matter Experts and new Bevy Org docs][7185]

[4775]: bevyengine/bevy#4775
[4777]: bevyengine/bevy#4777
[4853]: bevyengine/bevy#4853
[4927]: bevyengine/bevy#4927
[4928]: bevyengine/bevy#4928
[5400]: bevyengine/bevy#5400
[5428]: bevyengine/bevy#5428
[5542]: bevyengine/bevy#5542
[5589]: bevyengine/bevy#5589
[5900]: bevyengine/bevy#5900
[5950]: bevyengine/bevy#5950
[6028]: bevyengine/bevy#6028
[6035]: bevyengine/bevy#6035
[6129]: bevyengine/bevy#6129
[6179]: bevyengine/bevy#6179
[6245]: bevyengine/bevy#6245
[6284]: bevyengine/bevy#6284
[6305]: bevyengine/bevy#6305
[6320]: bevyengine/bevy#6320
[6391]: bevyengine/bevy#6391
[6408]: bevyengine/bevy#6408
[6412]: bevyengine/bevy#6412
[6503]: bevyengine/bevy#6503
[6524]: bevyengine/bevy#6524
[6547]: bevyengine/bevy#6547
[6557]: bevyengine/bevy#6557
[6560]: bevyengine/bevy#6560
[6561]: bevyengine/bevy#6561
[6564]: bevyengine/bevy#6564
[6587]: bevyengine/bevy#6587
[6644]: bevyengine/bevy#6644
[6649]: bevyengine/bevy#6649
[6681]: bevyengine/bevy#6681
[6694]: bevyengine/bevy#6694
[6696]: bevyengine/bevy#6696
[6722]: bevyengine/bevy#6722
[6743]: bevyengine/bevy#6743
[6785]: bevyengine/bevy#6785
[6800]: bevyengine/bevy#6800
[6802]: bevyengine/bevy#6802
[6809]: bevyengine/bevy#6809
[6817]: bevyengine/bevy#6817
[6831]: bevyengine/bevy#6831
[6833]: bevyengine/bevy#6833
[6843]: bevyengine/bevy#6843
[6852]: bevyengine/bevy#6852
[6885]: bevyengine/bevy#6885
[6900]: bevyengine/bevy#6900
[6902]: bevyengine/bevy#6902
[6922]: bevyengine/bevy#6922
[6926]: bevyengine/bevy#6926
[6936]: bevyengine/bevy#6936
[6940]: bevyengine/bevy#6940
[6944]: bevyengine/bevy#6944
[6965]: bevyengine/bevy#6965
[6988]: bevyengine/bevy#6988
[6995]: bevyengine/bevy#6995
[7015]: bevyengine/bevy#7015
[7023]: bevyengine/bevy#7023
[7024]: bevyengine/bevy#7024
[7046]: bevyengine/bevy#7046
[7051]: bevyengine/bevy#7051
[7053]: bevyengine/bevy#7053
[7060]: bevyengine/bevy#7060
[7063]: bevyengine/bevy#7063
[7064]: bevyengine/bevy#7064
[7069]: bevyengine/bevy#7069
[7083]: bevyengine/bevy#7083
[7084]: bevyengine/bevy#7084
[7087]: bevyengine/bevy#7087
[7094]: bevyengine/bevy#7094
[7097]: bevyengine/bevy#7097
[7185]: bevyengine/bevy#7185
[7199]: bevyengine/bevy#7199
[7205]: bevyengine/bevy#7205
[7206]: bevyengine/bevy#7206
[7248]: bevyengine/bevy#7248
[7267]: bevyengine/bevy#7267
[7298]: bevyengine/bevy#7298
[7311]: bevyengine/bevy#7311
[7321]: bevyengine/bevy#7321
[7324]: bevyengine/bevy#7324
[7325]: bevyengine/bevy#7325
[7354]: bevyengine/bevy#7354
[7356]: bevyengine/bevy#7356
[7364]: bevyengine/bevy#7364
[7381]: bevyengine/bevy#7381
[7398]: bevyengine/bevy#7398
[7399]: bevyengine/bevy#7399
[7415]: bevyengine/bevy#7415
[7428]: bevyengine/bevy#7428
[7431]: bevyengine/bevy#7431
[7444]: bevyengine/bevy#7444
[7445]: bevyengine/bevy#7445
[7446]: bevyengine/bevy#7446
[7448]: bevyengine/bevy#7448
[7456]: bevyengine/bevy#7456
[7463]: bevyengine/bevy#7463
[7466]: bevyengine/bevy#7466
[7481]: bevyengine/bevy#7481
[7483]: bevyengine/bevy#7483
[7493]: bevyengine/bevy#7493
[7507]: bevyengine/bevy#7507
[7510]: bevyengine/bevy#7510
[7512]: bevyengine/bevy#7512
[7517]: bevyengine/bevy#7517
[7518]: bevyengine/bevy#7518
[7532]: bevyengine/bevy#7532
[7535]: bevyengine/bevy#7535
[7546]: bevyengine/bevy#7546
[7547]: bevyengine/bevy#7547
[7559]: bevyengine/bevy#7559
[7568]: bevyengine/bevy#7568
[7579]: bevyengine/bevy#7579
[7594]: bevyengine/bevy#7594
[7605]: bevyengine/bevy#7605
[7639]: bevyengine/bevy#7639
[7642]: bevyengine/bevy#7642
[7653]: bevyengine/bevy#7653
[7701]: bevyengine/bevy#7701
[7737]: bevyengine/bevy#7737
[7756]: bevyengine/bevy#7756


Co-authored-by: François <[email protected]>
Co-authored-by: Alice Cecile <[email protected]>
Co-authored-by: Mike <[email protected]>
Co-authored-by: Boxy <[email protected]>
Co-authored-by: IceSentry <[email protected]>
Co-authored-by: JoJoJet <[email protected]>
Co-authored-by: Aevyrie <[email protected]>
Co-authored-by: James Liu <[email protected]>
Co-authored-by: Marco Buono <[email protected]>
Co-authored-by: Aceeri <[email protected]>
alice-i-cecile pushed a commit that referenced this pull request Apr 17, 2023
# Objective

Examples on how to use the freshly merged `Bezier` struct ( #7653 ) are
missing.

## Solution

- Added a `bezier_curve.rs` example in the `animation/` folder.

---------

Co-authored-by: ira <[email protected]>
Co-authored-by: Aevyrie <[email protected]>
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A-Animation Make things move and change over time A-Math Fundamental domain-agnostic mathematical operations C-Feature A new feature, making something new possible S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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