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mirror of https://github.com/Pomax/BezierInfo-2.git synced 2025-08-30 03:30:34 +02:00

Automated build

This commit is contained in:
Bezierinfo CI
2021-09-04 16:57:22 +00:00
parent 8650571c70
commit 23046eef06
9 changed files with 39 additions and 34 deletions

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@@ -38,7 +38,7 @@
<meta property="og:locale" content="en-GB" />
<meta property="og:type" content="article" />
<meta property="og:published_time" content="2013-06-13T12:00:00+00:00" />
<meta property="og:updated_time" content="2021-09-04T16:51:17+00:00" />
<meta property="og:updated_time" content="2021-09-04T16:56:44+00:00" />
<meta property="og:author" content="Mike 'Pomax' Kamermans" />
<meta property="og:section" content="Bézier Curves" />
<meta property="og:tag" content="Bézier Curves" />
@@ -6145,11 +6145,12 @@ lli = function(line1, line2):
-->
<img class="LaTeX SVG" src="./images/chapters/abc/8bd3e6fed5bf8d871d30221ae400fd93.svg" width="383px" height="75px" loading="lazy" />
<p>
So: if we have a curve's start and end points, then for any <code>t</code> value we implicitly know all the ABC values, which (combined
with an educated guess on appropriate <code>e1</code> and <code>e2</code> coordinates for cubic curves) gives us the necessary information
to reconstruct a curve's "de Casteljau skeleton". Which means that we can now do several things: we can "fit" curves using only three
points, which means we can also "mold" curves by moving an on-curve point but leaving its start and end points, and then reconstruct the
curve based on where we moved the on-curve point to. These are very useful things, and we'll look at both in the next few sections.
So: if we have a curve's start and end points, as well as some third point B that we want the curve to pass through, then for any
<code>t</code> value we implicitly know all the ABC values, which (combined with an educated guess on appropriate <code>e1</code> and
<code>e2</code> coordinates for cubic curves) gives us the necessary information to reconstruct a curve's "de Casteljau skeleton". Which
means that we can now do several things: we can "fit" curves using only three points, which means we can also "mold" curves by moving an
on-curve point but leaving its start and end points, and then reconstruct the curve based on where we moved the on-curve point to. These
are very useful things, and we'll look at both in the next few sections.
</p>
</section>
<section id="pointcurves">

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@@ -41,7 +41,7 @@
<meta property="og:locale" content="ja-JP" />
<meta property="og:type" content="article" />
<meta property="og:published_time" content="2013-06-13T12:00:00+00:00" />
<meta property="og:updated_time" content="2021-09-04T16:51:17+00:00" />
<meta property="og:updated_time" content="2021-09-04T16:56:44+00:00" />
<meta property="og:author" content="Mike 'Pomax' Kamermans" />
<meta property="og:section" content="Bézier Curves" />
<meta property="og:tag" content="Bézier Curves" />
@@ -6266,11 +6266,12 @@ lli = function(line1, line2):
-->
<img class="LaTeX SVG" src="./images/chapters/abc/8bd3e6fed5bf8d871d30221ae400fd93.svg" width="383px" height="75px" loading="lazy" />
<p>
So: if we have a curve's start and end points, then for any <code>t</code> value we implicitly know all the ABC values, which (combined
with an educated guess on appropriate <code>e1</code> and <code>e2</code> coordinates for cubic curves) gives us the necessary information
to reconstruct a curve's "de Casteljau skeleton". Which means that we can now do several things: we can "fit" curves using only three
points, which means we can also "mold" curves by moving an on-curve point but leaving its start and end points, and then reconstruct the
curve based on where we moved the on-curve point to. These are very useful things, and we'll look at both in the next few sections.
So: if we have a curve's start and end points, as well as some third point B that we want the curve to pass through, then for any
<code>t</code> value we implicitly know all the ABC values, which (combined with an educated guess on appropriate <code>e1</code> and
<code>e2</code> coordinates for cubic curves) gives us the necessary information to reconstruct a curve's "de Casteljau skeleton". Which
means that we can now do several things: we can "fit" curves using only three points, which means we can also "mold" curves by moving an
on-curve point but leaving its start and end points, and then reconstruct the curve based on where we moved the on-curve point to. These
are very useful things, and we'll look at both in the next few sections.
</p>
</section>
<section id="pointcurves">

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@@ -34,7 +34,7 @@
<meta property="og:locale" content="en-GB" />
<meta property="og:type" content="article" />
<meta property="og:published_time" content="Fri Sep 18 2020 00:00:00 +00:00" />
<meta property="og:updated_time" content="Sat Sep 04 2021 16:51:17 +00:00" />
<meta property="og:updated_time" content="Sat Sep 04 2021 16:56:44 +00:00" />
<meta property="og:author" content="Mike 'Pomax' Kamermans" />
<meta property="og:section" content="Bézier Curves" />
<meta property="og:tag" content="Bézier Curves" />

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@@ -34,7 +34,7 @@
<meta property="og:locale" content="en-GB" />
<meta property="og:type" content="article" />
<meta property="og:published_time" content="Sun Nov 22 2020 00:00:00 +00:00" />
<meta property="og:updated_time" content="Sat Sep 04 2021 16:51:17 +00:00" />
<meta property="og:updated_time" content="Sat Sep 04 2021 16:56:44 +00:00" />
<meta property="og:author" content="Mike 'Pomax' Kamermans" />
<meta property="og:section" content="Bézier Curves" />
<meta property="og:tag" content="Bézier Curves" />

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@@ -33,7 +33,7 @@
<meta property="og:description" content="" />
<meta property="og:locale" content="en-GB" />
<meta property="og:type" content="article" />
<meta property="og:published_time" content="Sat Sep 04 2021 16:51:17 GMT+0000 (Coordinated Universal Time)" />
<meta property="og:published_time" content="Sat Sep 04 2021 16:56:44 GMT+0000 (Coordinated Universal Time)" />
<meta property="og:updated_time" content="" />
<meta property="og:author" content="Mike 'Pomax' Kamermans" />
<meta property="og:section" content="Bézier Curves" />

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@@ -6,7 +6,7 @@
<atom:link href="https://pomax.github.io/bezierinfo" rel="self"></atom:link>
<description>News updates for the <a href="https://pomax.github.io/bezierinfo">primer on Bézier Curves</a> by Pomax</description>
<language>en-GB</language>
<lastBuildDate>Sat Sep 04 2021 16:51:17 +00:00</lastBuildDate>
<lastBuildDate>Sat Sep 04 2021 16:56:44 +00:00</lastBuildDate>
<image>
<url>https://pomax.github.io/bezierinfo/images/og-image.png</url>
<title>A Primer on Bézier Curves</title>

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@@ -34,7 +34,7 @@
<meta property="og:locale" content="ru-RU" />
<meta property="og:type" content="article" />
<meta property="og:published_time" content="2013-06-13T12:00:00+00:00" />
<meta property="og:updated_time" content="2021-09-04T16:51:17+00:00" />
<meta property="og:updated_time" content="2021-09-04T16:56:44+00:00" />
<meta property="og:author" content="Mike 'Pomax' Kamermans" />
<meta property="og:section" content="Bézier Curves" />
<meta property="og:tag" content="Bézier Curves" />
@@ -6478,11 +6478,12 @@ lli = function(line1, line2):
-->
<img class="LaTeX SVG" src="./images/chapters/abc/8bd3e6fed5bf8d871d30221ae400fd93.svg" width="383px" height="75px" loading="lazy" />
<p>
So: if we have a curve's start and end points, then for any <code>t</code> value we implicitly know all the ABC values, which (combined
with an educated guess on appropriate <code>e1</code> and <code>e2</code> coordinates for cubic curves) gives us the necessary information
to reconstruct a curve's "de Casteljau skeleton". Which means that we can now do several things: we can "fit" curves using only three
points, which means we can also "mold" curves by moving an on-curve point but leaving its start and end points, and then reconstruct the
curve based on where we moved the on-curve point to. These are very useful things, and we'll look at both in the next few sections.
So: if we have a curve's start and end points, as well as some third point B that we want the curve to pass through, then for any
<code>t</code> value we implicitly know all the ABC values, which (combined with an educated guess on appropriate <code>e1</code> and
<code>e2</code> coordinates for cubic curves) gives us the necessary information to reconstruct a curve's "de Casteljau skeleton". Which
means that we can now do several things: we can "fit" curves using only three points, which means we can also "mold" curves by moving an
on-curve point but leaving its start and end points, and then reconstruct the curve based on where we moved the on-curve point to. These
are very useful things, and we'll look at both in the next few sections.
</p>
</section>
<section id="pointcurves">

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@@ -39,7 +39,7 @@
<meta property="og:locale" content="uk-UA" />
<meta property="og:type" content="article" />
<meta property="og:published_time" content="2013-06-13T12:00:00+00:00" />
<meta property="og:updated_time" content="2021-09-04T16:51:17+00:00" />
<meta property="og:updated_time" content="2021-09-04T16:56:44+00:00" />
<meta property="og:author" content="Mike 'Pomax' Kamermans" />
<meta property="og:section" content="Bézier Curves" />
<meta property="og:tag" content="Bézier Curves" />
@@ -6451,11 +6451,12 @@ lli = function(line1, line2):
-->
<img class="LaTeX SVG" src="./images/chapters/abc/8bd3e6fed5bf8d871d30221ae400fd93.svg" width="383px" height="75px" loading="lazy" />
<p>
So: if we have a curve's start and end points, then for any <code>t</code> value we implicitly know all the ABC values, which (combined
with an educated guess on appropriate <code>e1</code> and <code>e2</code> coordinates for cubic curves) gives us the necessary information
to reconstruct a curve's "de Casteljau skeleton". Which means that we can now do several things: we can "fit" curves using only three
points, which means we can also "mold" curves by moving an on-curve point but leaving its start and end points, and then reconstruct the
curve based on where we moved the on-curve point to. These are very useful things, and we'll look at both in the next few sections.
So: if we have a curve's start and end points, as well as some third point B that we want the curve to pass through, then for any
<code>t</code> value we implicitly know all the ABC values, which (combined with an educated guess on appropriate <code>e1</code> and
<code>e2</code> coordinates for cubic curves) gives us the necessary information to reconstruct a curve's "de Casteljau skeleton". Which
means that we can now do several things: we can "fit" curves using only three points, which means we can also "mold" curves by moving an
on-curve point but leaving its start and end points, and then reconstruct the curve based on where we moved the on-curve point to. These
are very useful things, and we'll look at both in the next few sections.
</p>
</section>
<section id="pointcurves">

13
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@@ -41,7 +41,7 @@
<meta property="og:locale" content="zh-CN" />
<meta property="og:type" content="article" />
<meta property="og:published_time" content="2013-06-13T12:00:00+00:00" />
<meta property="og:updated_time" content="2021-09-04T16:51:17+00:00" />
<meta property="og:updated_time" content="2021-09-04T16:56:44+00:00" />
<meta property="og:author" content="Mike 'Pomax' Kamermans" />
<meta property="og:section" content="Bézier Curves" />
<meta property="og:tag" content="Bézier Curves" />
@@ -6242,11 +6242,12 @@ lli = function(line1, line2):
-->
<img class="LaTeX SVG" src="./images/chapters/abc/8bd3e6fed5bf8d871d30221ae400fd93.svg" width="383px" height="75px" loading="lazy" />
<p>
So: if we have a curve's start and end points, then for any <code>t</code> value we implicitly know all the ABC values, which (combined
with an educated guess on appropriate <code>e1</code> and <code>e2</code> coordinates for cubic curves) gives us the necessary information
to reconstruct a curve's "de Casteljau skeleton". Which means that we can now do several things: we can "fit" curves using only three
points, which means we can also "mold" curves by moving an on-curve point but leaving its start and end points, and then reconstruct the
curve based on where we moved the on-curve point to. These are very useful things, and we'll look at both in the next few sections.
So: if we have a curve's start and end points, as well as some third point B that we want the curve to pass through, then for any
<code>t</code> value we implicitly know all the ABC values, which (combined with an educated guess on appropriate <code>e1</code> and
<code>e2</code> coordinates for cubic curves) gives us the necessary information to reconstruct a curve's "de Casteljau skeleton". Which
means that we can now do several things: we can "fit" curves using only three points, which means we can also "mold" curves by moving an
on-curve point but leaving its start and end points, and then reconstruct the curve based on where we moved the on-curve point to. These
are very useful things, and we'll look at both in the next few sections.
</p>
</section>
<section id="pointcurves">