Bézier Curve API
Bézier-curve geometry maths as an API, computed locally and deterministically. The point endpoint evaluates a quadratic (three control points) or cubic (four) Bézier curve at a parameter t between 0 and 1 using de Casteljau's algorithm, returning the point on the curve and the tangent there — its direction vector, angle and speed (the derivative B'(t)). The length endpoint computes the arc length of the curve by fine polyline sampling, together with the straight-line chord length and the axis-aligned bounding box (min and max x and y, width and height). The split endpoint splits the curve at a parameter into two sub-curves and returns the control points of each — the standard de Casteljau subdivision used for trimming and adaptive rendering. Control points are passed as plain x/y coordinates. Everything is computed locally and deterministically, so it is instant and private. Ideal for graphics, CAD, font, animation, game-engine and vector-design app developers, path and curve tools, and computational-geometry education. Pure local computation — no key, no third-party service, instant. Live, nothing stored. 3 endpoints. This is Bézier-curve geometry; for animation easing and timing functions use an easing API.
api.oanor.com/bezier-api