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Fix spelling mistakes (#122)

This commit is contained in:
David Thomas
2017-10-16 17:04:21 +01:00
committed by Mike Kamermans
parent 7e1cefa73f
commit d395c261bc
19 changed files with 35 additions and 35 deletions

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@@ -16,7 +16,7 @@ The following graphic shows this procedure with a different colour for each chor
So, with the procedure on how to find a circle through three points, finding the arc through those points is straight-forward: pick one of the three points as start point, pick another as an end point, and the arc has to necessarily go from the start point, over the remaining point, to the end point.
So how can we convert a Bezier curve into a (sequence of) circular arc(s)?
So how can we convert a Bézier curve into a (sequence of) circular arc(s)?
- Start at <em>t=0</em>
- Pick two points further down the curve at some value <em>m = t + n</em> and <em>e = t + 2n</em>
@@ -46,4 +46,4 @@ With that in place, all that's left now is to "restart" the procedure by treatin
<Graphic title="Arc approximation of a Bézier curve" setup={this.setupCubic} draw={this.drawArcs} onKeyDown={this.props.onKeyDown} />
So... what is this good for? Obviously, If you're working with technologies that can't do curves, but can do lines and circles, then the answer is pretty straight-forward, but what else? There are some reasons why you might need this technique: using circular arcs means you can determine whether a coordinate lies "on" your curve really easily: simply compute the distance to each circular arc center, and if any of those are close to the arc radii, at an angle betwee the arc start and end: bingo, this point can be treated as lying "on the curve". Another benefit is that this approximation is "linear": you can almost trivially travel along the arcs at fixed speed. You can also trivially compute the arc length of the approximated curve (it's a bit like curve flattening). The only thing to bear in mind is that this is a lossy equivalence: things that you compute based on the approximation are guaranteed "off" by some small value, and depending on how much precision you need, arc approximation is either going to be super useful, or completely useless. It's up to you to decide which, based on your application!
So... what is this good for? Obviously, If you're working with technologies that can't do curves, but can do lines and circles, then the answer is pretty straight-forward, but what else? There are some reasons why you might need this technique: using circular arcs means you can determine whether a coordinate lies "on" your curve really easily: simply compute the distance to each circular arc center, and if any of those are close to the arc radii, at an angle between the arc start and end: bingo, this point can be treated as lying "on the curve". Another benefit is that this approximation is "linear": you can almost trivially travel along the arcs at fixed speed. You can also trivially compute the arc length of the approximated curve (it's a bit like curve flattening). The only thing to bear in mind is that this is a lossy equivalence: things that you compute based on the approximation are guaranteed "off" by some small value, and depending on how much precision you need, arc approximation is either going to be super useful, or completely useless. It's up to you to decide which, based on your application!