public static Lerp ( Double t, Double a, Double b ) : Double | ||
t | Double | |
a | Double | |
b | Double | |
return | Double |
public override Double Get(Double x, Double y, Double z, Double w) { var value = this.Source.Get(x, y, z, w); var falloff = this.Falloff.Get(x, y, z, w); var threshold = this.Threshold.Get(x, y, z, w); if (falloff > 0.0) { if (value < (threshold - falloff)) { // Lies outside of falloff area below threshold, return first source return(this.Low.Get(x, y, z, w)); } if (value > (threshold + falloff)) { // Lise outside of falloff area above threshold, return second source return(this.High.Get(x, y, z, w)); } // Lies within falloff area. var lower = threshold - falloff; var upper = threshold + falloff; var blend = Utilities.QuinticBlend((value - lower) / (upper - lower)); return(Utilities.Lerp(blend, this.Low.Get(x, y, z, w), this.High.Get(x, y, z, w))); } return(value < threshold?this.Low.Get(x, y, z, w) : this.High.Get(x, y, z, w)); }
public override Double Get(Double x, Double y, Double z, Double w, Double u, Double v) { var v1 = this.Low.Get(x, y, z, w, u, v); var v2 = this.High.Get(x, y, z, w, u, v); var blend = this.Source.Get(x, y, z, w, u, v); return(Utilities.Lerp(blend, v1, v2)); }
public override Double Get(Double x, Double y) { var v1 = this.Low.Get(x, y); var v2 = this.High.Get(x, y); var blend = (this.Source.Get(x, y) + 1.0) * 0.5; return(Utilities.Lerp(blend, v1, v2)); }