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	<title>Comments on: My First Curve-To-Curve Intersection Tests.</title>
	<atom:link href="http://xtyler.com/code/104/feed" rel="self" type="application/rss+xml" />
	<link>http://xtyler.com/code/104</link>
	<description>a developer&#039;s blog.</description>
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		<title>By: Alan Shaw</title>
		<link>http://xtyler.com/code/104/comment-page-1#comment-12001</link>
		<dc:creator>Alan Shaw</dc:creator>
		<pubDate>Sat, 03 Jul 2010 03:29:46 +0000</pubDate>
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		<description>Here&#039;s an example for ya, directly implementing the equation of the logarithmic spiral:

http://gist.github.com/462269</description>
		<content:encoded><![CDATA[<p>Here&#8217;s an example for ya, directly implementing the equation of the logarithmic spiral:</p>
<p><a href="http://gist.github.com/462269" rel="nofollow">http://gist.github.com/462269</a></p>
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		<title>By: xtyler</title>
		<link>http://xtyler.com/code/104/comment-page-1#comment-10959</link>
		<dc:creator>xtyler</dc:creator>
		<pubDate>Fri, 30 Jan 2009 01:40:25 +0000</pubDate>
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		<description>ha ha, great question! I suck at real math and I&#039;m only marginally capable of code-math. I try and understand it conceptually first (visually), then try and break the equations down the best I can.</description>
		<content:encoded><![CDATA[<p>ha ha, great question! I suck at real math and I&#8217;m only marginally capable of code-math. I try and understand it conceptually first (visually), then try and break the equations down the best I can.</p>
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		<title>By: jim</title>
		<link>http://xtyler.com/code/104/comment-page-1#comment-10954</link>
		<dc:creator>jim</dc:creator>
		<pubDate>Fri, 30 Jan 2009 01:00:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.xtyler.com/?p=104#comment-10954</guid>
		<description>I see what you mean, I&#039;ll dig through the code to see where exactly it&#039;s happening.  I&#039;m juuust getting into doing more math stuff in AS3.

I&#039;ve always had a lingering question though; say you see something basic like this: http://mathworld.wolfram.com/LogarithmicSpiral.html

and it shows you the formula for it, how does one possibly translate that formula into actionscript?</description>
		<content:encoded><![CDATA[<p>I see what you mean, I&#8217;ll dig through the code to see where exactly it&#8217;s happening.  I&#8217;m juuust getting into doing more math stuff in AS3.</p>
<p>I&#8217;ve always had a lingering question though; say you see something basic like this: <a href="http://mathworld.wolfram.com/LogarithmicSpiral.html" rel="nofollow">http://mathworld.wolfram.com/LogarithmicSpiral.html</a></p>
<p>and it shows you the formula for it, how does one possibly translate that formula into actionscript?</p>
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		<title>By: xtyler</title>
		<link>http://xtyler.com/code/104/comment-page-1#comment-10952</link>
		<dc:creator>xtyler</dc:creator>
		<pubDate>Fri, 30 Jan 2009 00:40:14 +0000</pubDate>
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		<description>Jim - the boxes are just the bounding rectangle around the 3 points that make up the curves. Any bezier curve will fall directly within the bounds of these points. Wikipedia has a nice visualization: &lt;a href=&quot;http://en.wikipedia.org/wiki/B%C3%A9zier_curve#Quadratic_curves&quot; rel=&quot;nofollow&quot;&gt;Bézier curve&lt;/a&gt;

So by dividing the curve in half and creating two new bezier curves of the one, you get two new sets of bounding rectangles that can be compared against the opposing curve.

I will always try to include the source for these posts. If you right-click on the example you can browse through the source code - sorry about the lack of documentation, this is something I did months ago, Jim Armstrong inspired me to drag it back out, and I haven&#039;t had time to dig back into it to comment the code.</description>
		<content:encoded><![CDATA[<p>Jim &#8211; the boxes are just the bounding rectangle around the 3 points that make up the curves. Any bezier curve will fall directly within the bounds of these points. Wikipedia has a nice visualization: <a href="http://en.wikipedia.org/wiki/B%C3%A9zier_curve#Quadratic_curves" rel="nofollow">Bézier curve</a></p>
<p>So by dividing the curve in half and creating two new bezier curves of the one, you get two new sets of bounding rectangles that can be compared against the opposing curve.</p>
<p>I will always try to include the source for these posts. If you right-click on the example you can browse through the source code &#8211; sorry about the lack of documentation, this is something I did months ago, Jim Armstrong inspired me to drag it back out, and I haven&#8217;t had time to dig back into it to comment the code.</p>
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	<item>
		<title>By: jim</title>
		<link>http://xtyler.com/code/104/comment-page-1#comment-10922</link>
		<dc:creator>jim</dc:creator>
		<pubDate>Thu, 29 Jan 2009 14:15:06 +0000</pubDate>
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		<description>follow-up question; where did you find the formula to draw the boxes that surround a point in the curve?</description>
		<content:encoded><![CDATA[<p>follow-up question; where did you find the formula to draw the boxes that surround a point in the curve?</p>
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	<item>
		<title>By: jim</title>
		<link>http://xtyler.com/code/104/comment-page-1#comment-10921</link>
		<dc:creator>jim</dc:creator>
		<pubDate>Thu, 29 Jan 2009 14:02:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.xtyler.com/?p=104#comment-10921</guid>
		<description>how do you get the boxes to draw inside the bezier when the two intersect?</description>
		<content:encoded><![CDATA[<p>how do you get the boxes to draw inside the bezier when the two intersect?</p>
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	<item>
		<title>By: Bezier Intersections &#171; The Algorithmist</title>
		<link>http://xtyler.com/code/104/comment-page-1#comment-10809</link>
		<dc:creator>Bezier Intersections &#171; The Algorithmist</dc:creator>
		<pubDate>Tue, 27 Jan 2009 12:55:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.xtyler.com/?p=104#comment-10809</guid>
		<description>[...] in quad. Bezier intersections, Tyler Wright has started an interesting project.  You can check it out here.  Also, here is a good paper contrasting various solutions to the general [...]</description>
		<content:encoded><![CDATA[<p>[...] in quad. Bezier intersections, Tyler Wright has started an interesting project.  You can check it out here.  Also, here is a good paper contrasting various solutions to the general [...]</p>
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