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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
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<head>
<title>Castle Game Engine: CastleCurves: Class TSmoothInterpolatedCurve</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="TSmoothInterpolatedCurve"></a><h1 class="cio">Class TSmoothInterpolatedCurve</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>Fields</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>
<p class="unitlink">
<a  href="CastleCurves.html">CastleCurves</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TSmoothInterpolatedCurve = class(<a class="normal" href="CastleCurves.TInterpolatedCurve.html">TInterpolatedCurve</a>)</code></p>
<h2 class="description">Description</h2>
<p class="hint_directive">Warning: this symbol is deprecated: Rendering of TSmoothInterpolatedCurve 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>
Smooth interpolated curve, each segment (<a class="normal" href="CastleCurves.TControlPointsCurve.html#ControlPoints">ControlPoints</a>[i]..ControlPoints[i+1]) is converted to a rational Bezier curve (with 4 control points) when rendering.

<p>You can also explicitly convert it to a list of bezier curves using <a class="normal" href="CastleCurves.TSmoothInterpolatedCurve.html#ToRationalBezierCurves">ToRationalBezierCurves</a>.

<p>Here too ControlPoints.Count MAY be 1. (For <a class="normal" href="CastleCurves.TControlPointsCurve.html">TControlPointsCurve</a> it must be &gt;= 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="ancestor"><a class="normal" href="CastleCurves.TInterpolatedCurve.html">TInterpolatedCurve</a></li>
<li class="thisitem">TSmoothInterpolatedCurve</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="visibility"><a  href="legend.html"><img  src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a  href="CastleCurves.TSmoothInterpolatedCurve.html#CreateConvexHullPoints">CreateConvexHullPoints</a></b>: <a  href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleCurves.TSmoothInterpolatedCurve.html#DestroyConvexHullPoints">DestroyConvexHullPoints</a></b>(Points: <a  href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>); override;</code></td>
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<td class="itemcode"><code>function <b><a  href="CastleCurves.TSmoothInterpolatedCurve.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>function <b><a  href="CastleCurves.TSmoothInterpolatedCurve.html#ToRationalBezierCurves">ToRationalBezierCurves</a></b>(ResultOwnsCurves: boolean): <a  href="CastleCurves.html#TRationalBezierCurveList">TRationalBezierCurveList</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a  href="CastleCurves.TSmoothInterpolatedCurve.html#UpdateControlPoints">UpdateControlPoints</a></b>; override;</code></td>
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<td class="itemcode"><code>class function <b><a  href="CastleCurves.TSmoothInterpolatedCurve.html#NiceClassName">NiceClassName</a></b>: string; override;</code></td>
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<td class="itemcode"><code>constructor <b><a  href="CastleCurves.TSmoothInterpolatedCurve.html#Create">Create</a></b>(AOwner: TComponent); override;</code></td>
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<td class="itemcode"><code>destructor <b><a  href="CastleCurves.TSmoothInterpolatedCurve.html#Destroy">Destroy</a></b>; override;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="itemcode"><a name="CreateConvexHullPoints"></a><code>function <b>CreateConvexHullPoints</b>: <a  href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>; override;</code></td>
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&nbsp;</td></tr>
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<td class="itemcode"><a name="DestroyConvexHullPoints"></a><code>procedure <b>DestroyConvexHullPoints</b>(Points: <a  href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>); override;</code></td>
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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="ToRationalBezierCurves"></a><code>function <b>ToRationalBezierCurves</b>(ResultOwnsCurves: boolean): <a  href="CastleCurves.html#TRationalBezierCurveList">TRationalBezierCurveList</a>;</code></td>
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<p>
convert this to a list of <a class="normal" href="CastleCurves.TRationalBezierCurve.html">TRationalBezierCurve</a>.

<p>From each line segment ControlPoint[i] ... ControlPoint[i+1] you get one <a class="normal" href="CastleCurves.TRationalBezierCurve.html">TRationalBezierCurve</a> with 4 control points, where ControlPoint[0] and ControlPoint[3] are taken from ours ControlPoint[i] ... ControlPoint[i+1] and the middle ControlPoint[1], ControlPoint[2] are calculated so that all those bezier curves join smoothly.

<p>All Weights are set to 1.0 (so actually these are all normal Bezier curves; but I'm treating normal Bezier curves as Rational Bezier curves everywhere here)</p>
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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="NiceClassName"></a><code>class function <b>NiceClassName</b>: string; override;</code></td>
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&nbsp;</td></tr>
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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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&nbsp;</td></tr>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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&nbsp;</td></tr>
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