diff --git a/ja-JP/index.html b/ja-JP/index.html new file mode 100644 index 00000000..d21de875 --- /dev/null +++ b/ja-JP/index.html @@ -0,0 +1,201 @@ + + + + + + + A Primer on Bézier Curves + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+

A Primer on Bézier Curves

+

+ A free, online book for when you really need to know how to do Bézier + things. +

+ Read this in your own language: + +
+ +
+
+ +
+
    +
  1. バッとした導入
  2. +
  3. So what makes a Bézier Curve?
  4. +
+
+ +
+ +
+
+

バッとした導入

+

+ まずは良い例から始めましょう。ベジエ曲線というのは、下の図に表示されているもののことです。ベジエ曲線はある始点からある終点へと延びており、その曲率は1個以上の「中間」制御点に左右されています。さて、このページの図はどれもインタラクティブになっていますので、ここで曲線をちょっと操作してみましょう。点をドラッグしたとき、曲線の形がそれに応じてどう変化するのか、確かめてみてください。 +

+
+ + + + JSがなくて、画像を表示しています。 + + + + + + + JSがなくて、画像を表示しています。 + + +
+ +

+ ベジエ曲線は、CAD(computer aided designやCAM(computer aided + manufacturing)のアプリケーションで多用されています。もちろん、Adobe + Illustrator・Photoshop・Inkscape・Gimp + などのグラフィックデザインアプリケーションや、SVG(scalable vector + graphics)・OpenTypeフォント(otf/ttf)のようなグラフィック技術でも利用されています。ベジエ曲線はたくさんのものに使われていますので、これについてもっと詳しく学びたいのであれば……さあ、準備しましょう! +

+
+
+

So what makes a Bézier Curve?

+

+ Playing with the points for curves may have given you a feel for how + Bézier curves behave, but what are Bézier curves, really? + There are two ways to explain what a Bézier curve is, and they turn + out to be the entirely equivalent, but one of them uses complicated + maths, and the other uses really simple maths. So... let's start + with the simple explanation: +

+

+ Bézier curves are the result of + linear interpolations. That sounds complicated but you've been doing linear + interpolation since you were very young: any time you had to point + at something between two other things, you've been applying linear + interpolation. It's simply "picking a point between two points". +

+

+ If we know the distance between those two points, and we want a new + point that is, say, 20% the distance away from the first point (and + thus 80% the distance away from the second point) then we can + compute that really easily: +

+ +

+ So let's look at that in action: the following graphic is + interactive in that you can use your up and down arrow keys to + increase or decrease the interpolation ratio, to see what happens. + We start with three points, which gives us two lines. Linear + interpolation over those lines gives us two points, between which we + can again perform linear interpolation, yielding a single point. And + that point —and all points we can form in this way for all ratios + taken together— form our Bézier curve: +

+ + + + JSがなくて、画像を表示しています。 + + + +

And that brings us to the complicated maths: calculus.

+

+ While it doesn't look like that's what we've just done, we actually + just drew a quadratic curve, in steps, rather than in a single go. + One of the fascinating parts about Bézier curves is that they can + both be described in terms of polynomial functions, as well as in + terms of very simple interpolations of interpolations of [...]. + That, in turn, means we can look at what these curves can do based + on both "real maths" (by examining the functions, their derivatives, + and all that stuff), as well as by looking at the "mechanical" + composition (which tells us, for instance, that a curve will never + extend beyond the points we used to construct it). +

+

+ So let's start looking at Bézier curves a bit more in depth: their + mathematical expressions, the properties we can derive from them, + and the various things we can do to, and with, Bézier curves. +

+
+
+
+ + + + diff --git a/package.json b/package.json index 8432de99..af42e03a 100644 --- a/package.json +++ b/package.json @@ -12,7 +12,9 @@ "bugs": { "url": "https://github.com/Pomax/bezierinfo/issues" }, - "scripts": {}, + "scripts": { + "start": "node ./tools/build.js" + }, "keywords": [ "Bezier", "curves", diff --git a/tools/build-index.js b/tools/build.js similarity index 100% rename from tools/build-index.js rename to tools/build.js diff --git a/zh-CN/index.html b/zh-CN/index.html new file mode 100644 index 00000000..9ff1d9c6 --- /dev/null +++ b/zh-CN/index.html @@ -0,0 +1,199 @@ + + + + + + + A Primer on Bézier Curves + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+

A Primer on Bézier Curves

+

+ A free, online book for when you really need to know how to do Bézier + things. +

+ Read this in your own language: + +
+ +
+
+ +
+
    +
  1. 简单介绍
  2. +
  3. So what makes a Bézier Curve?
  4. +
+
+ +
+ +
+
+

简单介绍

+

+ 让我们有个好的开始:当我们在谈论贝塞尔曲线的时候,所指的就是你在如下图像看到的东西。它们从某些起点开始,到终点结束,并且受到一个或多个的“中间”控制点的影响。本页面上的图形都是可交互的,你可以拖动这些点,看看这些形状在你的操作下会怎么变化。 +

+
+ + + + 脚本已禁用,并显示后备图像。 + + + + + + + 脚本已禁用,并显示后备图像。 + + +
+ +

+ 这些曲线在计算机辅助设计和计算机辅助制造应用(CAD/CAM)中用的很多。在图形设计软件中也常用到,像Adobe + Illustrator, Photoshop, Inkscape, + Gimp等等。还可以应用在一些图形技术中,像矢量图形(SVG)和OpenType字体(ttf/otf)。许多东西都用到贝塞尔曲线,如果你想更了解它们...准备好继续往下学吧! +

+
+
+

So what makes a Bézier Curve?

+

+ Playing with the points for curves may have given you a feel for how + Bézier curves behave, but what are Bézier curves, really? + There are two ways to explain what a Bézier curve is, and they turn + out to be the entirely equivalent, but one of them uses complicated + maths, and the other uses really simple maths. So... let's start + with the simple explanation: +

+

+ Bézier curves are the result of + linear interpolations. That sounds complicated but you've been doing linear + interpolation since you were very young: any time you had to point + at something between two other things, you've been applying linear + interpolation. It's simply "picking a point between two points". +

+

+ If we know the distance between those two points, and we want a new + point that is, say, 20% the distance away from the first point (and + thus 80% the distance away from the second point) then we can + compute that really easily: +

+ +

+ So let's look at that in action: the following graphic is + interactive in that you can use your up and down arrow keys to + increase or decrease the interpolation ratio, to see what happens. + We start with three points, which gives us two lines. Linear + interpolation over those lines gives us two points, between which we + can again perform linear interpolation, yielding a single point. And + that point —and all points we can form in this way for all ratios + taken together— form our Bézier curve: +

+ + + + 脚本已禁用,并显示后备图像。 + + + +

And that brings us to the complicated maths: calculus.

+

+ While it doesn't look like that's what we've just done, we actually + just drew a quadratic curve, in steps, rather than in a single go. + One of the fascinating parts about Bézier curves is that they can + both be described in terms of polynomial functions, as well as in + terms of very simple interpolations of interpolations of [...]. + That, in turn, means we can look at what these curves can do based + on both "real maths" (by examining the functions, their derivatives, + and all that stuff), as well as by looking at the "mechanical" + composition (which tells us, for instance, that a curve will never + extend beyond the points we used to construct it). +

+

+ So let's start looking at Bézier curves a bit more in depth: their + mathematical expressions, the properties we can derive from them, + and the various things we can do to, and with, Bézier curves. +

+
+
+
+ + + +