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<title>Castle Game Engine: CastleCurves: Class TRationalBezierCurve</title>
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<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TRationalBezierCurve"></a><h1 class="cio">Class TRationalBezierCurve</h1>
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
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<a href="CastleCurves.html">CastleCurves</a></p>
<h2 class="declaration">Declaration</h2>
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<code>type TRationalBezierCurve = class(<a class="normal" href="CastleCurves.TControlPointsCurve.html">TControlPointsCurve</a>)</code></p>
<h2 class="description">Description</h2>
<p class="hint_directive">Warning: this symbol is deprecated: Rendering of TRationalBezierCurve is not portable to OpenGLES (that is: Android and iOS) and not very efficient. For portable and fast curves consider using X3D NURBS nodes (wrapped in a TCastleScene) instead.</p><p>
Rational Bezier curve (Bezier curve with weights). Note: for Bezier Curve ControlPoints.Count MAY be 1. (For <a class="normal" href="CastleCurves.TControlPointsCurve.html">TControlPointsCurve</a> it must be >= 2)</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TComponent</li>
<li class="ancestor"><a class="normal" href="Castle3D.T3D.html">T3D</a></li>
<li class="ancestor"><a class="normal" href="CastleCurves.TCurve.html">TCurve</a></li>
<li class="ancestor"><a class="normal" href="CastleCurves.TControlPointsCurve.html">TControlPointsCurve</a></li>
<li class="thisitem">TRationalBezierCurve</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
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<td class="itemcode"><code><b><a href="CastleCurves.TRationalBezierCurve.html#Weights">Weights</a></b>: <a href="CastleUtils.TFloatList.html">TFloatList</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCurves.TRationalBezierCurve.html#Split">Split</a></b>(const Proportion: <a href="CastleUtils.html#Float">Float</a>; var B1, B2: <a href="CastleCurves.TRationalBezierCurve.html">TRationalBezierCurve</a>);</code></td>
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<td class="itemcode"><code>function <b><a href="CastleCurves.TRationalBezierCurve.html#Point">Point</a></b>(const t: <a href="CastleUtils.html#Float">Float</a>): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; override;</code></td>
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<td class="itemcode"><code>class function <b><a href="CastleCurves.TRationalBezierCurve.html#NiceClassName">NiceClassName</a></b>: string; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleCurves.TRationalBezierCurve.html#UpdateControlPoints">UpdateControlPoints</a></b>; override;</code></td>
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<td class="itemcode"><code>constructor <b><a href="CastleCurves.TRationalBezierCurve.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleCurves.TRationalBezierCurve.html#Destroy">Destroy</a></b>; override;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
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<td class="itemcode"><a name="Weights"></a><code><b>Weights</b>: <a href="CastleUtils.TFloatList.html">TFloatList</a>;</code></td>
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<p>
Curve weights. Must always be Weights.Count = ControlPoints.Count. After changing Weights you also have to call <a class="normal" href="CastleCurves.TRationalBezierCurve.html#UpdateControlPoints">UpdateControlPoints</a>.</p>
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<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="Split"></a><code>procedure <b>Split</b>(const Proportion: <a href="CastleUtils.html#Float">Float</a>; var B1, B2: <a href="CastleCurves.TRationalBezierCurve.html">TRationalBezierCurve</a>);</code></td>
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Splits this curve using Casteljau algorithm.
<p>Under B1 and B2 returns two new, freshly created, bezier curves, such that if you concatenate them - they will create this curve. Proportion is something from (0; 1). B1 will be equal to Self for T in <a class="normal" href="CastleCurves.TCurve.html#TBegin">TBegin</a> .. TMiddle, B2 will be equal to Self for T in TMiddle .. <a class="normal" href="CastleCurves.TCurve.html#TEnd">TEnd</a>, where TMiddle = <a class="normal" href="CastleCurves.TCurve.html#TBegin">TBegin</a> + Proportion * (<a class="normal" href="CastleCurves.TCurve.html#TEnd">TEnd</a> - <a class="normal" href="CastleCurves.TCurve.html#TBegin">TBegin</a>).
<p>B1.ControlPoints.Count = B2.ControlPoints.Count = Self.ControlPoints.Count.</p>
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<td class="itemcode"><a name="Point"></a><code>function <b>Point</b>(const t: <a href="CastleUtils.html#Float">Float</a>): <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; override;</code></td>
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<td class="itemcode"><a name="NiceClassName"></a><code>class function <b>NiceClassName</b>: string; override;</code></td>
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<td class="itemcode"><a name="UpdateControlPoints"></a><code>procedure <b>UpdateControlPoints</b>; override;</code></td>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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