**Bézier curves** become more and more important when working with **rounded** shapes. Since this also means **3D objects** (eg. "splines" in 3ds) and even smooth **animations** ("tweening" in Flash) you should at least know what they do and how to use them. Following the traditions I have to tell you that this technique was invented by **Pierre Bézier** and **Paul de Casteljau** (independent from each other) around the year 1960. However Bézier first release his work and thus cought the name. The most used kind of Bézier curves are those defined by **4 points**. In this tutorial I'll shortly teach you how to use them.

When defining a straight line all you need is 2 points, obviously called **start point** and **end point**. Now that we want to draw a Bézier curve we need additional information telling us where and how strong the **bows** are. As mentioned before this is done by 2 additional points called the **control points**, resulting in 4 total points to define the curve.

If you ever worked with CAD/Flash/3ds/whatever the picture to the right will be quite familiar to you. For all others I'll try to shortly explain what happens:

Both, start and end point, are connected to their control points by a grey line. As you can clearly see the control points **pull** the curve into their direction while the distance is equal to the **pull strength**. Note that you can form nearly any curve that has 2 bows like this. Putting several lines and curves together you can even form any kind of line with this concept.

Now that we know how the curve is defined we can go on drawing it. The following formula contains the whole magic and you probably won't understand the mathematics behind it. But you don't care about that. All you need to know is how to use the formula and this I'll explain afterwards.

For the code I used **p1**, **p2**, **p3** and **p4** as in the picture above. Each of these points has a **.x** and **.y** property which means obviously it's coordinates.

'Calculate position PointX = p1.x * (1-A) ^ 3 + p2.x * 3 * A * (1-A) ^ 2 + p3.x * 3 * A^2 * (1-A) + p4.x * A^3 PointY = p1.y * (1-A) ^ 3 + p2.y * 3 * A * (1-A) ^ 2 + p3.y * 3 * A^2 * (1-A) + p4.y * A^3

Phew, heavy stuff eh? Well as mentioned before - just take it as it is. It'll do the job if you use it correctly.

So what is **A** in this code? Simply enough it's the **slider value** but instead of **0%** to **100%** it goes from **0** to **1**. Well that's it already, knowing this fact you can put the code in a **loop** to draw a Bézier Curve.

However, if you try this already you'll notice that the curve is not closed (see picture on the right). To fill the gaps you need to draw **lines** instead of points, thus keeping each point's position in memory. The final code looks like the following:

Dim A as Single Dim NewX as Long Dim NewY as Long Dim LastX as Long Dim LastY as Long 'Get start point LastX = p1.x LastY = p1.y For A = 0 To 1 Step 0.02 'Get curve point NewX = p1.x * (1-A) ^ 3 + p2.x * 3 * A * (1-A) ^ 2 + p3.x * 3 * A^2 * (1-A) + p4.x * A^3 NewY = p1.y * (1-A) ^ 3 + p2.y * 3 * A * (1-A) ^ 2 + p3.y * 3 * A^2 * (1-A) + p4.y * A^3 'Draw line Line ( LastX, LastY ) - ( NewX, NewY ) LastX = NewX LastY = NewY Next 'Connect last point Line ( LastX, LastY ) - ( p4.x, p4.y )

Note that we need to connect the last line to the end point **manually**. Well, however, now you're done with the coding part and ready for the real-world usage of Bézier curves.

First imagine your Bézier curve being **flat**, that is all points have the same y-position. Then remove the connected lines again so we get a **dotted** curve. The result will look something like this:

What the hell is it good for you ask? Well what you see is a curve drawn in 20 **steps** (points) where the first 10 points have **smaller gaps** (distance) than the last 10 points. Now think of the points being **frames** in your animation ... got it? Using Bézier curves you can smoothly control the speed of your animation for example. Okay, want another? Look at the following:

Don't get it? Okay I'll tell you: Imagine the bottom line being **black** (or **invisible**). The higher the points get the brighter (or more visible) the screen / object becomes. Got it yet? Using Bézier curves you can smoothly **blend-in** and out any value just as you like. Use it to fade objects, mix colors or brighten the screen, whatever! The example pictures just says: "First blend in straight until we reach the top, then fastly blend out again and smooth to zero". Well I guess you get the point.

Bézier curves are a very simple way to create **complex curves** that can be used everywhere. Instead of just displaying the curve you can combine it's values with colors to achieve blending effects. Other aproaches would be scaling, moving, turning, stretching or whatever. Short said, wenever you need non-linear values you could use Bézier curves to get them.

Well, we're done for now. I hope you enjoyed the world of **bowed** curves and can use this in your projects! The sample code below allows you to play around with the curve, just use the mouse buttons and shift to move the points around.

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