Bezier Polyline Vs. Spline
🕑 Added 2025-02-20 11:54:43 +0000 UTC-------------------------------------
some bug fixes have been made for the prototype release.
please redownload the program from the last post.
fixed symmetric bezier gizmo bugs
improved replace Boolean operation
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We now have two types of curves in MagicaCSG: Bezier and Spline.
Here are some comparisons between the two:
Bezier
has 2D and 3D modes
has only C0/C1 continuity
can define continuity for each control point
can define size for each control point (width== height)
no orientation for each control point
has only sphere profile shape
the curve doesn't pass through control points (C1)
large blending factor works for all Boolean operation
high quality, relative cheap cost
Spline
has 3D mode only, but also has slice mode
has C0/C1/C2 continuity
can only define continuity for the entire spline
can define size for each control point (width != height)
can define orientation for each control point
has various profile shapes (sphere/cylinder/cube/hexagon/triangle)
the curve passes through control points (C1).
large blending factor only works for Union operation (except sphere and capped cylinder profiles)
has artifacts for self-intersection, high cost
Comments
moat
Sometimes I mess up and make a curve with the wrong order of points (where the first point is placed towards the far end of a limb, rather than the near end) and then I realize what I did wrong, and have to toss it and start over. It gets extremely important when it's time use the "Keep First Control Point At Origin" function. I wish there was a button to reverse the order of these points to save me from myself.
ephtracy
Hi, sweep mode is very expensive. It currently only supports cube/sphere/cylinder/hexagon/triangle profile shapes.
Spacemod
Hi mate! Is there any way to do sweep with custom curves? Every time I hit sweep, the curve returns to its original state with a > shape.