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authorDavid Thompson <dthompson2@worcester.edu>2018-12-12 09:20:10 -0500
committerDavid Thompson <dthompson2@worcester.edu>2018-12-12 09:20:10 -0500
commitf16fed3d50fd3d56deb46a3d4641a81460e389de (patch)
tree71659ed643b65eadb17110b3f8f0c5d5cfdd3031 /manuals/chickadee/Bezier-Curves.html
parentc4b418c2dcfba3c741f67058a51a3e490aa4b297 (diff)
Update Chickadee manual and home page for 0.3.0.
Better late than never!
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+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
+<html>
+<!-- Copyright (C) 2017 David Thompson davet@gnu.org
+
+Permission is granted to copy, distribute and/or modify this document
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+<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
+<title>Bezier Curves (The Chickadee Game Toolkit)</title>
+
+<meta name="description" content="Bezier Curves (The Chickadee Game Toolkit)">
+<meta name="keywords" content="Bezier Curves (The Chickadee Game Toolkit)">
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+<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents">
+<link href="Math.html#Math" rel="up" title="Math">
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+</head>
+
+<body lang="en">
+<a name="Bezier-Curves"></a>
+<div class="header">
+<p>
+Next: <a href="Path-Finding.html#Path-Finding" accesskey="n" rel="next">Path Finding</a>, Previous: <a href="Easings.html#Easings" accesskey="p" rel="prev">Easings</a>, Up: <a href="Math.html#Math" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p>
+</div>
+<hr>
+<a name="Bezier-Curves-1"></a>
+<h4 class="subsection">2.2.8 Bezier Curves</h4>
+
+<p>The <code>(chickadee math bezier)</code> module provides an API for
+describing cubic Bezier curves in 2D space. These curves are notably
+used in font description, vector graphics programs, and when it comes
+to games: path building. With Bezier curves, it&rsquo;s somewhat easy to
+create a smooth looking path for an enemy to move along, for example.
+Bezier curves become particularly interesting when they are chained
+together to form a Bezier &ldquo;path&rdquo;, where the end point of one curve
+becomes the starting point of the next.
+</p>
+<p>Currently, the rendering of Bezier curves is rather crude and provided
+mostly for visualizing and debugging curves that would be unseen in
+the final game. See See <a href="Lines-and-Shapes.html#Lines-and-Shapes">Lines and Shapes</a> for more information.
+</p>
+<dl>
+<dt><a name="index-make_002dbezier_002dcurve"></a>Procedure: <strong>make-bezier-curve</strong> <em><var>p0</var> <var>p1</var> <var>p2</var> <var>p3</var></em></dt>
+<dd><p>Return a new Bezier curve object whose starting point is <var>p0</var>,
+ending point is <var>p3</var>, and control points are <var>p1</var> and
+<var>p2</var>. All points are 2D vectors.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-bezier_002dcurve_003f"></a>Procedure: <strong>bezier-curve?</strong> <em><var>obj</var></em></dt>
+<dd><p>Return <code>#t</code> if <var>obj</var> is a Bezier curve.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-bezier_002dcurve_002dp0"></a>Procedure: <strong>bezier-curve-p0</strong> <em><var>bezier</var></em></dt>
+<dd><p>Return the starting point of <var>bezier</var>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-bezier_002dcurve_002dp1"></a>Procedure: <strong>bezier-curve-p1</strong> <em><var>bezier</var></em></dt>
+<dd><p>Return the first control point of <var>bezier</var>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-bezier_002dcurve_002dp2"></a>Procedure: <strong>bezier-curve-p2</strong> <em><var>bezier</var></em></dt>
+<dd><p>Return the second control point of <var>bezier</var>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-bezier_002dcurve_002dp3"></a>Procedure: <strong>bezier-curve-p3</strong> <em><var>bezier</var></em></dt>
+<dd><p>Return the end point of <var>bezier</var>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-bezier_002dpath"></a>Procedure: <strong>bezier-path</strong> <em>. <var>control-points</var></em></dt>
+<dd><p>Return a list of connected bezier curves defined by
+<var>control-points</var>. The first curve is defined by the first 4
+arguments and every additional curve thereafter requires 3 additional
+arguments.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-bezier_002dcurve_002dpoint_002dat"></a>Procedure: <strong>bezier-curve-point-at</strong> <em><var>bezier</var> <var>t</var></em></dt>
+<dd><p>Return the coordinates for <var>bezier</var> at <var>t</var> (a value in the
+range [0, 1] representing how far from the start of the curve to
+check) as a 2D vector.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-bezier_002dcurve_002dpoint_002dat_0021"></a>Procedure: <strong>bezier-curve-point-at!</strong> <em><var>dest</var> <var>bezier</var> <var>t</var></em></dt>
+<dd><p>Modify the 2D vector <var>dest</var> in-place to contain the coordinates
+for <var>bezier</var> at <var>t</var>.
+</p></dd></dl>
+
+<hr>
+<div class="header">
+<p>
+Next: <a href="Path-Finding.html#Path-Finding" accesskey="n" rel="next">Path Finding</a>, Previous: <a href="Easings.html#Easings" accesskey="p" rel="prev">Easings</a>, Up: <a href="Math.html#Math" accesskey="u" rel="up">Math</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p>
+</div>
+
+
+
+</body>
+</html>