Dragging one control point looks like it can affect the whole spine, so the support is not compact? Does that mean this computing the spline is O(N^2)?
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The computation should be linear, though the current solver is pretty dumb. The smart version will use a tridiagonal matrix (which is O(n)) with Newton updates; it should converge after a very small number of Newton iterations.
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What's the order of the curvature blending function?
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The curvature blending itself (setting curvature at a point) is just harmonic mean. When curvature blending is in effect it uses a 4-parameter curve family. Right now that's a bit hacked up, it's internally a quintic Bézier that gets subdivided for approximation by cubics.
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cool! prototype feels nice except when I move the tangent direction >90 degrees and it goes backwards ...
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Feels really good to play around with, way nicer than Bézier for sure!
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Is there a TLDR on how's it compare to low order bsplines? As in, why we might not want to use the latter for solutions like metafont?
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This is notable. Let me play with it some... CC:
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