1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// OpenGL Mathematics Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net)
3
///////////////////////////////////////////////////////////////////////////////////////////////////
4
// Created : 2007-01-25
5
// Updated : 2009-02-19
6
// Licence : This source is under MIT License
7
// File : glm/gtx/spline.inl
8
///////////////////////////////////////////////////////////////////////////////////////////////////
12
template <typename genType>
13
GLM_FUNC_QUALIFIER genType catmullRom
19
typename genType::value_type const & s
22
typename genType::value_type s1 = s;
23
typename genType::value_type s2 = pow2(s);
24
typename genType::value_type s3 = pow3(s);
26
typename genType::value_type f1 = -s3 + typename genType::value_type(2) * s2 - s;
27
typename genType::value_type f2 = typename genType::value_type(3) * s3 - typename genType::value_type(5) * s2 + typename genType::value_type(2);
28
typename genType::value_type f3 = typename genType::value_type(-3) * s3 + typename genType::value_type(4) * s2 + s;
29
typename genType::value_type f4 = s3 - s2;
31
return (f1 * v1 + f2 * v2 + f3 * v3 + f4 * v4) / typename genType::value_type(2);
35
template <typename genType>
36
GLM_FUNC_QUALIFIER genType hermite
42
typename genType::value_type const & s
45
typename genType::value_type s1 = s;
46
typename genType::value_type s2 = pow2(s);
47
typename genType::value_type s3 = pow3(s);
49
typename genType::value_type f1 = typename genType::value_type(2) * s3 - typename genType::value_type(3) * s2 + typename genType::value_type(1);
50
typename genType::value_type f2 = typename genType::value_type(-2) * s3 + typename genType::value_type(3) * s2;
51
typename genType::value_type f3 = s3 - typename genType::value_type(2) * s2 + s;
52
typename genType::value_type f4 = s3 - s2;
54
return f1 * v1 + f2 * v2 + f3 * t1 + f4 * t2;
57
template <typename genType>
58
GLM_FUNC_QUALIFIER genType cubic
64
typename genType::value_type const & s
67
return ((v1 * s + v2) * s + v3) * s + v4;