Calculate the Bezier cubic spline interpolation for the given abscissa vector x and ordinate vector y. All vectors must have conformant dimensions.
1 / -1.0 3.0 -3.0 1.0 \ / P1 \ BSpline(t) = (t^3 t^2 t 1) --- | 3.0 -6.0 3.0 0.0 | | P2 | = T M G 6 | -3.0 0.0 3.0 0.0 | | P3 | \ 1.0 4.0 1.0 0.0 / \ P4 / T is the polynomial basis vector M is the basis matrix of the Bezier spline G is the geometry vector of the control points
Constructor | Description |
Full Usage:
BezierCubicSpline()
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Instance member | Description |
Full Usage:
this.GetXOfU
Parameters:
float
Returns: float
Modifiers: abstract |
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Full Usage:
this.GetYOfU
Parameters:
float
Returns: float
Modifiers: abstract |
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Full Usage:
this.Interpolate
Parameters:
IReadOnlyList<float>
y : IReadOnlyList<float>
Modifiers: abstract |
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