GetX() private method

private GetX ( System.Windows.Vector v ) : System.Double
v System.Windows.Vector
return System.Double
        /// <summary>
        /// Attempts to find a slightly better parameterization for u on the given curve.
        /// </summary>
        protected void Reparameterize(int first, int last, CubicBezier curve)
        {
            List <VECTOR> pts  = _pts;
            List <FLOAT>  u    = _u;
            int           nPts = last - first;

            for (int i = 1; i < nPts; i++)
            {
                VECTOR p  = pts[first + i];
                FLOAT  t  = u[i];
                FLOAT  ti = 1 - t;
                // Control vertices for Q'
                VECTOR qp0 = (curve.p1 - curve.p0) * 3;
                VECTOR qp1 = (curve.p2 - curve.p1) * 3;
                VECTOR qp2 = (curve.p3 - curve.p2) * 3;
                // Control vertices for Q''
                VECTOR qpp0 = (qp1 - qp0) * 2;
                VECTOR qpp1 = (qp2 - qp1) * 2;
                // Evaluate Q(t), Q'(t), and Q''(t)
                VECTOR p0 = curve.Sample(t);
                VECTOR p1 = ((ti * ti) * qp0) + ((2 * ti * t) * qp1) + ((t * t) * qp2);
                VECTOR p2 = (ti * qpp0) + (t * qpp1);
                // these are the actual fitting calculations using http://en.wikipedia.org/wiki/Newton%27s_method
                // We can't just use .X and .Y because Unity uses lower-case "x" and "y".
                FLOAT num  = ((VectorHelper.GetX(p0) - VectorHelper.GetX(p)) * VectorHelper.GetX(p1)) + ((VectorHelper.GetY(p0) - VectorHelper.GetY(p)) * VectorHelper.GetY(p1));
                FLOAT den  = (VectorHelper.GetX(p1) * VectorHelper.GetX(p1)) + (VectorHelper.GetY(p1) * VectorHelper.GetY(p1)) + ((VectorHelper.GetX(p0) - VectorHelper.GetX(p)) * VectorHelper.GetX(p2)) + ((VectorHelper.GetY(p0) - VectorHelper.GetY(p)) * VectorHelper.GetY(p2));
                FLOAT newU = t - num / den;
                if (Math.Abs(den) > EPSILON && newU >= 0 && newU <= 1)
                {
                    u[i] = newU;
                }
            }
        }