internal void UpdateLagrangeSchedule(MainModel.Calculator func) { if (config != null) { UpdateSchedule(func, out lagrange, config.LagrangeMaterial); } }
internal void UpdateOLSSchedule(MainModel.Calculator func) { if (config != null) { UpdateSchedule(func, out ols, config.OLSMaterial); } }
void UpdateSchedule(MainModel.Calculator func, out Line sch, Material mat) { sch = new Line(); if (func == null) { return; } sch.Mat = mat; sch.Points = new List <Vector3>(); float step = xStep / config.DrawingFrequency; float endPoint = StartPosition.x + xStep * (config.XSteps - 1); for (float realX = StartPosition.x; realX < endPoint; realX += step) { float tableX = TableX(realX); float realY = RealY(func(tableX)); sch.Points.Add(new Vector3(realX, realY)); } }