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NAME

       exspline  -  Constructing  smooth  movement  paths  from spline curves.
       Allegro game programming library.

SYNOPSIS

       #include <allegro.h>

       Example exspline

DESCRIPTION

       This program demonstrates the use of spline  curves  to  create  smooth
       paths  connecting  a  number  of  node  points.  This can be useful for
       constructing realistic motion and animations.

       The technique is to connect the series of guide  points  p1..p(n)  with
       spline curves from p1-p2, p2-p3, etc. Each spline must pass though both
       of its guide points, so they must be used as the first  and  fourth  of
       the  spline  control  points.  The  fun  bit is coming up with sensible
       values for the second and third spline control points,  such  that  the
       spline  segments  will  have equal gradients where they meet. I came up
       with the following solution:

       For each guide point p(n), calculate the desired tangent to  the  curve
       at that point. I took this to be the vector p(n-1) -> p(n+1), which can
       easily be calculated with  the  inverse  tangent  function,  and  gives
       decent looking results. One implication of this is that two dummy guide
       points are needed at each end of the  curve,  which  are  used  in  the
       tangent calculations but not connected to the set of splines.

       Having  got  these  tangents,  it  becomes fairly easy to calculate the
       spline control points. For a spline between guide points p(a) and p(b),
       the  second  control  point  should lie along the positive tangent from
       p(a), and the third control point should lie along the negative tangent
       from  p(b).  How  far they are placed along these tangents controls the
       shape of the curve: I found that applying a 'curviness' scaling  factor
       to the distance between p(a) and p(b) works well.

       One  thing  to  note about splines is that the generated points are not
       all equidistant. Instead they tend to bunch up nearer to  the  ends  of
       the  spline,  which  means you will need to apply some fudges to get an
       object to move at a constant speed. On the other  hand,  in  situations
       where  the  curve  has  a  noticeable change of direction at each guide
       point, the effect can be quite nice because it makes  the  object  slow
       down for the curve.

SEE ALSO

       END_OF_MAIN(3alleg),      SCREEN_W(3alleg),     acquire_screen(3alleg),
       alert(3alleg),       allegro_error(3alleg),       allegro_init(3alleg),
       allegro_message(3alleg),    calc_spline(3alleg),    circlefill(3alleg),
       clear_keybuf(3alleg), clear_to_color(3alleg),  desktop_palette(3alleg),
       fixatan2(3alleg),    fixcos(3alleg),   fixed(3alleg),   fixmul(3alleg),
       fixsin(3alleg),   fixsqrt(3alleg),   fixtof(3alleg),    fixtoi(3alleg),
       font(3alleg),         ftofix(3alleg),         install_keyboard(3alleg),
       install_mouse(3alleg),      install_timer(3alleg),      itofix(3alleg),
       key(3alleg),    keypressed(3alleg),    line(3alleg),   makecol(3alleg),
       mouse_b(3alleg),           mouse_x(3alleg),            mouse_y(3alleg),
       palette_color(3alleg),       poll_mouse(3alleg),       readkey(3alleg),
       release_screen(3alleg),      screen(3alleg),      set_gfx_mode(3alleg),
       set_palette(3alleg),         show_mouse(3alleg),        spline(3alleg),
       textout_centre_ex(3alleg),                textprintf_centre_ex(3alleg),
       textprintf_ex(3alleg), vsync(3alleg), xor_mode(3alleg)