The Cubic Bezier y-at-x method is now available in Singularity. I decided to do something a little bit different in the implementation, but only in the root finding. The problem is still treated the same way as it was when I solved it back in college, programming in Fortran 🙂
The method is described in the online demo as well as the documentation. There are several areas in the implementation that are open to experimentation. In the future, I may include an implementation of Bezier clipping. The online demo page contains a link to download the latest Singularity update. Enjoy!
7 thoughts on “Cubic Bezier Y at X”
Cool – I’m just starting to use this on a CS project.
Wow, thanks! I’m a designer interested in generative pieces like Natzke’s; http://jot.eriknatzke.com/, The math for drawing such elegant curves is far beyond me, but this should help.
Could this method be extended to detect collission with circle?
your method works with zero radius case of circle.If its possible to wok with non zero radius case would you please explain it a little.
There are better ways to do collision detection with circles – here’s a start: http://www.gamedev.net/community/forums/topic.asp?topic_id=479317
An online search will produce many more references.
i meant collission with circle and bezier curve
Ah, ok then … try this one on for size 🙂
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