1
0
mirror of https://github.com/Pomax/BezierInfo-2.git synced 2025-08-27 10:15:05 +02:00

start of revision control

This commit is contained in:
Pomax
2015-12-20 15:19:50 -08:00
commit 2e0a7c68d5
77 changed files with 29859 additions and 0 deletions

View File

@@ -0,0 +1,79 @@
var React = require("react");
var Preface = React.createClass({
render: function() {
return (
<section>
<p>In order to draw things in 2D, we usually rely on lines, which typically get classified
into two categories: straight lines, and curves. The first of these are as easy to draw as they
are easy to make a computer draw. Give a computer the first and last point in the line, and
BAM! straight line. No questions asked.</p>
<p>Curves, however, are a much bigger problem. While we can draw curves with ridiculous ease
freehand, computers are a bit handicapped in that they can't draw curves unless there is a
mathematical function that describes how it should be drawn. In fact, they even need this for
straight lines, but the function is ridiculously easy, so we tend to ignore that as far as
computers are concerned, all lines are "functions", regardless of whether they're straight
or curves. However, that does mean that we need to come up with fast-to-compute functions that
lead to nice looking curves on a computer. There's a number of these, and in this article
we'll focus on a particular function that has received quite a bit of attention, and is used
in pretty much anything that can draw curves: "Bézier" curves</p>
<p>They're named after <a href="https://en.wikipedia.org/wiki/Pierre_B%C3%A9zier">Pierre
Bézier</a>, who is principally responsible for getting them known to the world as a curve
well-suited for design work (working for Renault and publishing his investigations in 1962),
although he was not the first, or only one, to "invent" these type of curves.
One might be tempted to say that the mathematician <a href="https://en.wikipedia.org/wiki/Paul_de_Casteljau">Paul
de Casteljau</a> was first, investigating the nature of these curves in 1959 while working at
Citroën, coming up with a really elegant way of figuring out how to draw them. However, de
Casteljau did not publish his work, making the question "who was first" hard to answer in
any absolute sense. Or is it? Bézier curves are, at their core, "Bernstein polynomials", a family
of mathematical functions investigated by
<a href="https://en.wikipedia.org/wiki/Sergei_Natanovich_Bernstein">Sergei Natanovich Bernstein</a>,
with publications on them at least as far back as 1912. Anyway, that's mostly trivia, what
you are more likely to care about is that these curves are handy: you can link up multiple
Bézier curves so that the combination looks like a single curve. If you've ever drawn Photoshop
"paths" or worked with vector drawing programs like Flash, Illustrator or Inkscape, those curves
you've been drawing are Bézier curves.</p>
<p>So, what if you need to program them yourself? What are the pitfalls? How do you draw them?
What are the bounding boxes, how do you determine intersections, how can you extrude a curve,
in short: how do you do everything that you might want when you do with these curves? That's
what this page is for. Prepare to be mathed.</p>
<div>
<h2>All Bézier graphics are interactive.</h2>
<p>This page uses interactive examples, as well as "real" maths (in LaTeX form) which
is typeset using the most excellent <a href="http://MathJax.org">MathJax</a> library.
All the examples also have a "view source" option, which lets you see how things were
implemented using the Bezier.js library.</p>
<h2>How complicated is the maths going to be?</h2>
<p>Most of the mathematics in this Primer are early high school maths. If you understand basic
arithmetic, and you know how to read English, you should be able to get by just fine. There
will at times be <em>far</em> more complicated maths, but if you don't feel like digesting
them, you can safely skip over them by either skipping over the "detail boxes" in section
or by just jumping to the end of a section with maths that looks too involving. The end of
sections typically simply list the conclusions so you can just work with those values directly.</p>
<h2>Questions, comments:</h2>
If you have suggestions for new sections, hit up the <a href="https://github.com/pomax/bezierinfo/issues">github
issue tracker</a> (also reachable from the repo linked to in the upper right). If you have
questions about the material, there's currently no comment section while I'm doing the rewrite,
but you can use the issue tracker for that as well. Once the rewrite is done, I'll add a general
comment section back in, and maybe a more topical "select this section of text and hit the
'question' button to ask a question about it" system. We'll see.
<p>Pomax (or in the tweetworld, <a href="https://twitter.com/TheRealPomax">@TheRealPomax</a>)</p>
</div>
</section>
);
}
});
module.exports = Preface;