Ejemplo n.º 1
0
    private Vector3 q5(List <Vector3> p, float t)
    {
        Vector3 a = Mathf.Pow(1f - t, 5f) * p[0];

        a += (float)CubicSpline.BinomCoefficient(5L, 1L) * t * Mathf.Pow(1f - t, 4f) * p[1];
        a += (float)CubicSpline.BinomCoefficient(5L, 2L) * Mathf.Pow(t, 2f) * Mathf.Pow(1f - t, 3f) * p[2];
        a += (float)CubicSpline.BinomCoefficient(5L, 3L) * Mathf.Pow(t, 3f) * Mathf.Pow(1f - t, 2f) * p[3];
        a += (float)CubicSpline.BinomCoefficient(5L, 4L) * Mathf.Pow(t, 4f) * Mathf.Pow(1f - t, 1f) * p[4];
        return(a + Mathf.Pow(t, 5f) * p[5]);
    }
Ejemplo n.º 2
0
    private Vector3 QuadraticN(List <Vector3> p, float t)
    {
        int     num  = p.Count - 1;
        Vector3 zero = Vector3.zero;

        zero.x = Mathf.Pow(1f - t, (float)num) * p[0].x;
        zero.y = Mathf.Pow(1f - t, (float)num) * p[0].y;
        zero.z = Mathf.Pow(1f - t, (float)num) * p[0].z;
        for (int i = 1; i < num; i++)
        {
            zero.x += (float)CubicSpline.BinomCoefficient((long)num, (long)i) * Mathf.Pow(1f - t, (float)(num - i)) * (Mathf.Pow(t, (float)i) * p[i].x);
            zero.y += (float)CubicSpline.BinomCoefficient((long)num, (long)i) * Mathf.Pow(1f - t, (float)(num - i)) * (Mathf.Pow(t, (float)i) * p[i].y);
            zero.z += (float)CubicSpline.BinomCoefficient((long)num, (long)i) * Mathf.Pow(1f - t, (float)(num - i)) * (Mathf.Pow(t, (float)i) * p[i].z);
        }
        zero.x += Mathf.Pow(t, (float)num) * p[num].x;
        zero.y += Mathf.Pow(t, (float)num) * p[num].y;
        zero.z += Mathf.Pow(t, (float)num) * p[num].z;
        return(zero);
    }
Ejemplo n.º 3
0
    private Vector3 RationalN(List <Vector3> p, float t)
    {
        int     num   = p.Count - 1;
        Vector3 zero  = Vector3.zero;
        Vector3 zero2 = Vector3.zero;
        Vector3 zero3 = Vector3.zero;

        for (int i = 0; i < num; i++)
        {
            zero2.x += (float)CubicSpline.BinomCoefficient((long)num, (long)i) * Mathf.Pow(1f - t, (float)(num - i)) * p[i].x * 1f;
            zero2.y += (float)CubicSpline.BinomCoefficient((long)num, (long)i) * Mathf.Pow(1f - t, (float)(num - i)) * p[i].y * 1f;
            zero2.z += (float)CubicSpline.BinomCoefficient((long)num, (long)i) * Mathf.Pow(1f - t, (float)(num - i)) * p[i].z * 1f;
            zero3.x += (float)CubicSpline.BinomCoefficient((long)num, (long)i) * Mathf.Pow(1f - t, (float)(num - i)) * 1f;
            zero3.y += (float)CubicSpline.BinomCoefficient((long)num, (long)i) * Mathf.Pow(1f - t, (float)(num - i)) * 1f;
            zero3.z += (float)CubicSpline.BinomCoefficient((long)num, (long)i) * Mathf.Pow(1f - t, (float)(num - i)) * 1f;
        }
        zero.x = zero2.x / zero3.x;
        zero.y = zero2.x / zero3.y;
        zero.z = zero2.x / zero3.z;
        return(zero);
    }