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📄 wmlintpakima1.cpp

📁 3D Game Engine Design Source Code非常棒
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003.  All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.

#include "WmlIntpAkima1.h"
#include "WmlMath.h"
using namespace Wml;

//----------------------------------------------------------------------------
template <class Real>
IntpAkima1<Real>::IntpAkima1 (int iQuantity, Real* afF)
{
    // At least three data points are needed to construct the estimates of
    // the boundary derivatives.
    assert( iQuantity >= 3 && afF );

    m_iQuantity = iQuantity;
    m_afF = afF;
    m_akPoly = new Polynomial[iQuantity-1];
}
//----------------------------------------------------------------------------
template <class Real>
IntpAkima1<Real>::~IntpAkima1 ()
{
    delete[] m_akPoly;
}
//----------------------------------------------------------------------------
template <class Real>
int IntpAkima1<Real>::GetQuantity () const
{
    return m_iQuantity;
}
//----------------------------------------------------------------------------
template <class Real>
const Real* IntpAkima1<Real>::GetF () const
{
    return m_afF;
}
//----------------------------------------------------------------------------
template <class Real>
const typename IntpAkima1<Real>::Polynomial*
IntpAkima1<Real>::GetPolynomials () const
{
    return m_akPoly;
}
//----------------------------------------------------------------------------
template <class Real>
const typename IntpAkima1<Real>::Polynomial&
IntpAkima1<Real>::GetPolynomial (int i) const
{
    assert( i < m_iQuantity-1 );
    return m_akPoly[i];
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpAkima1<Real>::ComputeDerivative (Real* afSlope) const
{
    if ( afSlope[1] != afSlope[2] )
    {
        if ( afSlope[0] != afSlope[1] )
        {
            if ( afSlope[2] != afSlope[3] )
            {
                Real fAD0 = Math<Real>::FAbs(afSlope[3] - afSlope[2]);
                Real fAD1 = Math<Real>::FAbs(afSlope[0] - afSlope[1]);
                return (fAD0*afSlope[1]+fAD1*afSlope[2])/(fAD0+fAD1);
            }
            else
            {
                return afSlope[2];
            }
        }
        else
        {
            if ( afSlope[2] != afSlope[3] )
                return afSlope[1];
            else
                return ((Real)0.5)*(afSlope[1]+afSlope[2]);
        }
    }
    else
    {
        return afSlope[1];
    }
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpAkima1<Real>::operator() (Real fX) const
{
    int iIndex;
    Real fDX;

    if ( Lookup(fX,iIndex,fDX) )
        return m_akPoly[iIndex](fDX);
    else
        return Math<Real>::MAX_REAL;
}
//----------------------------------------------------------------------------
template <class Real>
Real IntpAkima1<Real>::operator() (int iOrder, Real fX) const
{
    int iIndex;
    Real fDX;

    if ( Lookup(fX,iIndex,fDX) )
        return m_akPoly[iIndex](iOrder,fDX);
    else
        return Math<Real>::MAX_REAL;
}
//----------------------------------------------------------------------------

//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
namespace Wml
{
template class WML_ITEM IntpAkima1<float>;
template class WML_ITEM IntpAkima1<double>;
}
//----------------------------------------------------------------------------

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