Example #1
0
        public static double getInterpolatedValue(int[,] array, InterpolationChoice type, double x, double y)
        {
            int x1, y1;

            x1 = (int)Math.Floor(x);
            y1 = (int)Math.Floor(y);

            double z11 = getClampedCoord(array, x1, y1);
            double z12 = getClampedCoord(array, x1, y1 + 1);
            double z21 = getClampedCoord(array, x1 + 1, y1);
            double z22 = getClampedCoord(array, x1 + 1, y1 + 1);

            double z00 = getClampedCoord(array, x1 - 1, y1 - 1);
            double z01 = getClampedCoord(array, x1 - 1, y1);
            double z02 = getClampedCoord(array, x1 - 1, y1 + 1);
            double z03 = getClampedCoord(array, x1 - 1, y1 + 2);
            double z10 = getClampedCoord(array, x1, y1 - 1);
            double z13 = getClampedCoord(array, x1, y1 + 2);
            double z20 = getClampedCoord(array, x1 + 1, y1 - 1);
            double z23 = getClampedCoord(array, x1 + 1, y1 + 2);
            double z30 = getClampedCoord(array, x1 + 2, y1 - 1);
            double z31 = getClampedCoord(array, x1 + 2, y1);
            double z32 = getClampedCoord(array, x1 + 2, y1 + 1);
            double z33 = getClampedCoord(array, x1 + 2, y1 + 2);

            double muy = x - x1;
            double mux = y - y1;

            //flat land sometimes gives trouble, so a slight increase can help that.
            double roundingCorrection = 0.5;

            switch (type)
            {
            case InterpolationChoice.linear:
                return(Interpolate.BiLinearInterpolate(z11, z12, z21, z22, mux, muy) + roundingCorrection);

            case InterpolationChoice.cosine:
                return(Interpolate.BiCosineInterpolate(z11, z12, z21, z22, mux, muy) + roundingCorrection);

            case InterpolationChoice.cubic:
                return(Interpolate.BiCubicInterpolate(z00, z01, z02, z03, z10, z11, z12, z13, z20, z21, z22, z23, z30, z31, z32, z33, mux, muy) + roundingCorrection);

            case InterpolationChoice.catmulRom:
                return(Interpolate.BiCatmullRomInterpolate(z00, z01, z02, z03, z10, z11, z12, z13, z20, z21, z22, z23, z30, z31, z32, z33, mux, muy) + roundingCorrection);

            case InterpolationChoice.hermite:
                return(Interpolate.BiHermiteInterpolate(z00, z01, z02, z03, z10, z11, z12, z13, z20, z21, z22, z23, z30, z31, z32, z33, mux, muy, 0.75) + roundingCorrection);

            case InterpolationChoice.fritschCarlson:
                return(Interpolate.BiFritschCarlsonInterpolate(z00, z01, z02, z03, z10, z11, z12, z13, z20, z21, z22, z23, z30, z31, z32, z33, mux, muy) + roundingCorrection);
            }
            return(-1.0);
        }
Example #2
0
        public static double getInterpolatedValue(int[,] array, InterpolationChoice type, double x, double y)
        {
            int x1, y1;
            x1 = (int)Math.Floor(x);
            y1 = (int)Math.Floor(y);

            double z11 = getClampedCoord(array, x1, y1);
            double z12 = getClampedCoord(array, x1, y1 + 1);
            double z21 = getClampedCoord(array, x1 + 1, y1);
            double z22 = getClampedCoord(array, x1 + 1, y1 + 1);

            double z00 = getClampedCoord(array, x1 - 1, y1 - 1);
            double z01 = getClampedCoord(array, x1 - 1, y1);
            double z02 = getClampedCoord(array, x1 - 1, y1 + 1);
            double z03 = getClampedCoord(array, x1 - 1, y1 + 2);
            double z10 = getClampedCoord(array, x1, y1 - 1);
            double z13 = getClampedCoord(array, x1, y1 + 2);
            double z20 = getClampedCoord(array, x1 + 1, y1 - 1);
            double z23 = getClampedCoord(array, x1 + 1, y1 + 2);
            double z30 = getClampedCoord(array, x1 + 2, y1 - 1);
            double z31 = getClampedCoord(array, x1 + 2, y1);
            double z32 = getClampedCoord(array, x1 + 2, y1 + 1);
            double z33 = getClampedCoord(array, x1 + 2, y1 + 2);

            double muy = x - x1;
            double mux = y - y1;

            //flat land sometimes gives trouble, so a slight increase can help that.
            double roundingCorrection = 0.5;

            switch (type)
            {
                case InterpolationChoice.linear:
                    return Interpolate.BiLinearInterpolate(z11, z12, z21, z22, mux, muy) + roundingCorrection;
                case InterpolationChoice.cosine:
                    return Interpolate.BiCosineInterpolate(z11, z12, z21, z22, mux, muy) + roundingCorrection;
                case InterpolationChoice.cubic:
                    return Interpolate.BiCubicInterpolate(z00, z01, z02, z03, z10, z11, z12, z13, z20, z21, z22, z23, z30, z31, z32, z33, mux, muy) + roundingCorrection;
                case InterpolationChoice.catmulRom:
                    return Interpolate.BiCatmullRomInterpolate(z00, z01, z02, z03, z10, z11, z12, z13, z20, z21, z22, z23, z30, z31, z32, z33, mux, muy) + roundingCorrection;
                case InterpolationChoice.hermite:
                    return Interpolate.BiHermiteInterpolate(z00, z01, z02, z03, z10, z11, z12, z13, z20, z21, z22, z23, z30, z31, z32, z33, mux, muy, 0.75) + roundingCorrection;
                case InterpolationChoice.fritschCarlson:
                    return Interpolate.BiFritschCarlsonInterpolate(z00, z01, z02, z03, z10, z11, z12, z13, z20, z21, z22, z23, z30, z31, z32, z33, mux, muy) + roundingCorrection;

            }
            return -1.0;
        }