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calc_spline(3)			Allegro	manual			calc_spline(3)

NAME
       calc_spline  - Calculates a series of values along a Bezier spline. Al-
       legro game programming library.

SYNOPSIS
       #include	<allegro.h>

       void calc_spline(const int points[8], int npts, int *x, int *y);

DESCRIPTION
       Calculates a series of npts values along	a Bezier spline, storing  them
       in the output x and y arrays. The Bezier	curve is specified by the four
       x/y control points in the points	array: points[0] and points[1] contain
       the coordinates of the first control point, points[2] and points[3] are
       the  second  point,  etc.  Control  points  0 and 3 are the ends	of the
       spline, and points 1 and	2 are guides. The curve	 probably  won't  pass
       through	points 1 and 2,	but they affect	the shape of the curve between
       points 0	and 3 (the lines p0-p1 and p2-p3 are tangents to the  spline).
       The  easiest way	to think of it is that the curve starts	at p0, heading
       in the direction	of p1, but curves round	so that	it arrives at p3  from
       the direction of	p2.  In	addition to their role as graphics primitives,
       spline  curves can be useful for	constructing smooth paths around a se-
       ries of control points, as in exspline.c.

SEE ALSO
       spline(3), exspline(3)

Allegro				 version 4.4.3			calc_spline(3)

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