/// <summary> /// Compute spline coefficients for the specified x,y points. /// This does the "natural spline" style for ends. /// This can extrapolate off the ends of the splines. /// You must provide points in X sort order. /// </summary> /// <param name="x">Input. X coordinates to fit.</param> /// <param name="y">Input. Y coordinates to fit.</param> /// <param name="debug">Turn on console output. Default is false.</param> public void Fit(double[] x, double[] y) { // Save x and y for eval this.xOrig = x; this.yOrig = y; int n = x.Length; double[] r = new double[n]; // the right hand side numbers: wikipedia page overloads b TriDiagonalMatrixF m = new TriDiagonalMatrixF(n); double dx1, dx2, dy1, dy2; // First row is different (equation 16 from the article) dx1 = x[1] - x[0]; m.C[0] = 1.0f / dx1; m.B[0] = 2.0f * m.C[0]; r[0] = 3 * (y[1] - y[0]) / (dx1 * dx1); // Body rows (equation 15 from the article) for (int i = 1; i < n - 1; i++) { dx1 = x[i] - x[i - 1]; dx2 = x[i + 1] - x[i]; m.A[i] = 1.0f / dx1; m.C[i] = 1.0f / dx2; m.B[i] = 2.0f * (m.A[i] + m.C[i]); dy1 = y[i] - y[i - 1]; dy2 = y[i + 1] - y[i]; r[i] = 3 * (dy1 / (dx1 * dx1) + dy2 / (dx2 * dx2)); } // Last row also different (equation 17 from the article) dx1 = x[n - 1] - x[n - 2]; dy1 = y[n - 1] - y[n - 2]; m.A[n - 1] = 1.0f / dx1; m.B[n - 1] = 2.0f * m.A[n - 1]; r[n - 1] = 3 * (dy1 / (dx1 * dx1)); // k is the solution to the matrix double[] k = m.Solve(r); // a and b are each spline's coefficients this.a = new double[n - 1]; this.b = new double[n - 1]; for (int i = 1; i < n; i++) { dx1 = x[i] - x[i - 1]; dy1 = y[i] - y[i - 1]; a[i - 1] = k[i - 1] * dx1 - dy1; // equation 10 from the article b[i - 1] = -k[i] * dx1 + dy1; // equation 11 from the article } }