mControlPoint1
Vec3 = [-1, 0, 0] Start tangent, as a multiple of the start-to-end distance, in the local frame.
Shared - used by classes in Teamfight Tactics and Spells and combat.
A spline that is a cubic Hermite curve, set by two control points that act as the tangents at its two ends.
The client builds the curve in a local frame: +Z points from the origin to the end
point on the ground plane, +Y is up, and +X is (f.z, 0, -f.x) for the +Z direction
f. In that frame:
P0 is mStartPositionOffset and P1 is the end point.s is the distance on the ground plane from P0 to P1.T0 is s * mControlPoint1 and the end tangent T1 is
s * mControlPoint2.The curve is
P(t) = (2t^3 - 3t^2 + 1) P0 + (t^3 - 2t^2 + t) T0 + (-2t^3 + 3t^2) P1 + (t^3 - t^2) T1
for t from 0 to 1. Because the tangents scale with s, the control points have
no unit: they are multiples of the start-to-end distance.
Vec3 = [-1, 0, 0] Start tangent, as a multiple of the start-to-end distance, in the local frame.
Vec3 = [1, 0, 0] End tangent, as a multiple of the start-to-end distance, in the local frame.