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<atom:link href="https://pomax.github.io/bezierinfo" rel="self"></atom:link>
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<description>News updates for the <a href="https://pomax.github.io/bezierinfo">primer on Bézier Curves</a> by Pomax</description>
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<language>en-GB</language>
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<image>
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<url>https://pomax.github.io/bezierinfo/images/og-image.png</url>
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<title>A Primer on Bézier Curves</title>
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<li><a href="zh-CN/index.html#derivatives">Derivatives</a></li>
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<li><a href="zh-CN/index.html#pointvectors">Tangents and normals</a></li>
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<li><a href="zh-CN/index.html#pointvectors3d">Working with 3D normals</a></li>
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<li><a href="zh-CN/index.html#components">Component functions</a></li>
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<li><a href="zh-CN/index.html#components">分量函数</a></li>
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<li><a href="zh-CN/index.html#extremities">Finding extremities: root finding</a></li>
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<li><a href="zh-CN/index.html#boundingbox">Bounding boxes</a></li>
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<div class="nav">
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<a href="zh-CN/index.html#pointvectors3d">上一节</a><a href="#toc">目录</a><a href="zh-CN/index.html#extremities">下一节</a>
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</div>
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<a href="zh-CN/index.html#components">Component functions</a>
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<a href="zh-CN/index.html#components">分量函数</a>
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</h1>
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<p>
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One of the first things people run into when they start using Bézier curves in their own programs is "I know how to draw the curve, but
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how do I determine the bounding box?". It's actually reasonably straightforward to do so, but it requires having some knowledge on
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exploiting math to get the values we need. For bounding boxes, we aren't actually interested in the curve itself, but only in its
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"extremities": the minimum and maximum values the curve has for its x- and y-axis values. If you remember your calculus (provided you ever
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took calculus, otherwise it's going to be hard to remember) we can determine function extremities using the first derivative of that
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function, but this poses a problem, since our function is parametric: every axis has its own function.
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当人们开始在自己的程序中使用贝塞尔曲线时,首先遇到的问题之一是:“我虽然知道怎么画曲线,但是怎么确定包围盒?”其实做法颇为直接,但需要知道如何利用一些数学知识得到所需的值。对于包围盒而言,所需的其实并不是曲线本身,而只是曲线的“极值”——曲线的x轴和y轴分量的最小值和最大值。如果还记得微积分的话(前提是学过微积分,否则更难记),那么函数的极值可以用函数的一阶导数所确定,但由于“曲线函数”有不只一个分量,这就产生了一个问题——每个分量都有自己的函数。
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</p>
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<p>解决办法:对每个分量分别计算导数,再按照原来的分量顺序重新拼在一起。</p>
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<p>
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The solution: compute the derivative for each axis separately, and then fit them back together in the same way we do for the original.
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</p>
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<p>
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Let's look at how a parametric Bézier curve "splits up" into two normal functions, one for the x-axis and one for the y-axis. Note the
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leftmost figure is again an interactive curve, without labeled axes (you get coordinates in the graph instead). The center and rightmost
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figures are the component functions for computing the x-axis value, given a value for <i>t</i> (between 0 and 1 inclusive), and the y-axis
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value, respectively.
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</p>
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<p>
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If you move points in a curve sideways, you should only see the middle graph change; likewise, moving points vertically should only show a
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change in the right graph.
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以下演示参数化的贝塞尔曲线如何“分解”为两个正常的函数,一个对应于x轴,一个对应于y轴。注意左侧的图像依然是可交互的曲线,但没有标出坐标轴(坐标显示在图中);中间和右侧的图像是分量函数,分别对应于指定<em>t</em>值(介于0和1之间,含端点)后求出的x轴和y轴分量。
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</p>
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<p>如果水平移动曲线上的点,那么应当只有中间的图像在变化;同样,如果竖直移动曲线上的点,那么应当只有右侧的图像在变化。</p>
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<graphics-element
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title="Quadratic Bézier curve components"
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title="二次贝塞尔曲线的分量"
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height="275"
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src="./chapters/components/components.js"
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<label></label> </fallback-image
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<p> </p>
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<graphics-element
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title="Cubic Bézier curve components"
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title="三次贝塞尔曲线的分量"
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width="825"
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height="275"
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src="./chapters/components/components.js"
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