jviruss 122 Report post Posted October 22, 2008 Hello I´m have a Callmuth Rom equation,but it dont work well. My Equation is: float t2 = t * t; float t3 = t2 * t; output.x = 0.5f * ( ( 2.0f * p1.x ) + ( -p0.x + p2.x ) * t + ( 2.0f * p0.x - 5.0f * p1.x + 4 * p2.x - p3.x ) * t2 + ( -p0.x + 3.0f * p1.x - 3.0f * p2.x + p3.x ) * t3 ); output.y = 0.5f * ( ( 2.0f * p1.y ) + ( -p0.y + p2.y ) * t + ( 2.0f * p0.y - 5.0f * p1.y + 4 * p2.y - p3.y ) * t2 + ( -p0.y + 3.0f * p1.y - 3.0f * p2.y + p3.y ) * t3 ); output.z = 0.5f * ( ( 2.0f * p1.z ) + ( -p0.z + p2.z ) * t + ( 2.0f * p0.z - 5.0f * p1.z + 4 * p2.z - p3.z ) * t2 + ( -p0.z + 3.0f * p1.z - 3.0f * p2.z + p3.z ) * t3 ); The curve isnt smooth between two interpolations.My up axis is z,my right axis is x and my front axis is y. Somebody know if the equation change dependent of axis system? if it change,somebody know the solution for my axis system? 0 Share this post Link to post Share on other sites
Cygon 1219 Report post Posted October 22, 2008 If you take a closer look at those calculations, you'll find that they do the exact same thing for each axis, so they cannot depend on what you define each axis as.I can't spot any errors, so maybe the problem is in your usage of the function, but just for reference, here's one that provided me with good results:double interpolateCatmulRom( double a, double b, double c, double d, double t) double t2 = t * t; double t3 = t2 * t; t2 = t * t t3 = t2 * t // Tangents at b and c tb = 0.5 * (b - a) + 0.5 * (c - b) tc = 0.5 * (c - b) + 0.5 * (d - c) return b * (2 * t3 - 3 * t2 + 1) + c * (3 * t2 - 2 * t3) + tb * (t3 - 2 * t2 + t) + tc * (t3 - t2);} 0 Share this post Link to post Share on other sites
jviruss 122 Report post Posted October 22, 2008 This is for float values,Somebody know to vector interpolation? 0 Share this post Link to post Share on other sites
swiftcoder 18439 Report post Posted October 22, 2008 Quote:Original post by jvirussThis is for float values,Somebody know to vector interpolation?Run it for each component of the vector - i.e. once for x, once for y and once for z. 0 Share this post Link to post Share on other sites