Castle Game Engine: CastleCurves: Class TRationalBezierCurve

# Class TRationalBezierCurve
Description | Hierarchy | Fields | Methods | Properties
## Unit CastleCurves ## Declaration `type TRationalBezierCurve = class(TControlPointsCurve)` ## Description Warning: this symbol is deprecated: Rendering of TRationalBezierCurve is not portable to OpenGLES (that is: Android and iOS) and not very efficient. For portable and fast curves consider using X3D NURBS nodes (wrapped in a TCastleScene) instead. Rational Bezier curve (Bezier curve with weights). Note: for Bezier Curve ControlPoints.Count MAY be 1. (For TControlPointsCurve it must be >= 2) ## Hierarchy TComponent T3D TCurve TControlPointsCurve TRationalBezierCurve ## Overview ### Fields
| `Weights: TFloatList;`
### Methods
| `procedure Split(const Proportion: Float; var B1, B2: TRationalBezierCurve);`
| `function Point(const t: Float): TVector3Single; override;`
| `class function NiceClassName: string; override;`
| `procedure UpdateControlPoints; override;`
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
## Description ### Fields
| `Weights: TFloatList;`
Curve weights. Must always be Weights.Count = ControlPoints.Count. After changing Weights you also have to call UpdateControlPoints.
### Methods
| `procedure Split(const Proportion: Float; var B1, B2: TRationalBezierCurve);`
Splits this curve using Casteljau algorithm. Under B1 and B2 returns two new, freshly created, bezier curves, such that if you concatenate them - they will create this curve. Proportion is something from (0; 1). B1 will be equal to Self for T in TBegin .. TMiddle, B2 will be equal to Self for T in TMiddle .. TEnd, where TMiddle = TBegin + Proportion * (TEnd - TBegin). B1.ControlPoints.Count = B2.ControlPoints.Count = Self.ControlPoints.Count.
| `function Point(const t: Float): TVector3Single; override;`
| `class function NiceClassName: string; override;`
| `procedure UpdateControlPoints; override;`
| `constructor Create(AOwner: TComponent); override;`
| `destructor Destroy; override;`
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