In which I bury the lede, introducing a major new Rust 2D graphics effort almost as an afterthought:https://raphlinus.github.io/curves/graphics/2019/01/04/followups.html …
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And, why yes, I do enjoy dropping obscure references to 112 year old German math papers when discussing ideas for geometry libraries.
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What's an offset curve? The basis of strokes?
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Yes, that exactly. "Parallel curve" is probably the more technically correct name for it. https://en.wikipedia.org/wiki/Parallel_curve …
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I always built them from cubics. Just calculate positions/derivatives at two or three points along the offset curve and build hermite/beziers. This is easy enough since an offset curve is literally just (x(t) - y'(t)*offset / tangent_len, y(t) + x'(t)*offset/tangent_len)
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The question is whether this provides an accurate shape in difficult cases, such as when the curvature passes through the offset and thus generates a cusp.
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