#pragma once #include namespace hgl { namespace graph { //******************************************************************************************* //以下代码由Github Coplot自动生成,尚未测试 //******************************************************************************************* inline Vector3f LerpLinear(const Vector3f &from,const Vector3f &to,const float t) { return from+(to-from)*t; } inline Vector3f LerpCos(const Vector3f &from,const Vector3f &to,const float t) { float t2=(1.0f-cos(t*HGL_PI))/2.0f; return from*(1.0f-t2)+to*t2; } inline Vector3f LerpCubic(const Vector3f &from,const Vector3f &to,const float t) { float t2=t*t; float t3=t2*t; return from*(2.0f*t3-3.0f*t2+1.0f)+to*(3.0f*t2-2.0f*t3); } inline Vector3f LerpHermite(const Vector3f &from,const Vector3f &to,const float t) { float t2=t*t; float t3=t2*t; return from*(2.0f*t3-3.0f*t2+1.0f)+to*(3.0f*t2-2.0f*t3); } inline Vector3f LerpBezier(const Vector3f &from,const Vector3f &cp1,const Vector3f &cp2,const Vector3f &to,const float t) { float t2=t*t; float t3=t2*t; float it=1.0f-t; float it2=it*it; float it3=it2*it; return from*it3+cp1*3.0f*it2*t+cp2*3.0f*it*t2+to*t3; } inline Vector3f LerpCatmullRom(const Vector3f &p0,const Vector3f &p1,const Vector3f &p2,const Vector3f &p3,const float t) { float t2=t*t; float t3=t2*t; float it=1.0f-t; float it2=it*it; float it3=it2*it; return p0*it3+p1*(3.0f*it2*t)+p2*(3.0f*it*t2)+p3*t3; } inline Vector3f LerpBSpline(const Vector3f &p0,const Vector3f &p1,const Vector3f &p2,const Vector3f &p3,const float t) { float t2=t*t; float t3=t2*t; float it=1.0f-t; float it2=it*it; float it3=it2*it; return p0*(-it3/6.0f)+p1*(3.0f*t3/6.0f+3.0f*t2/6.0f+1.0f/6.0f)+p2*(-3.0f*t3/6.0f+3.0f*t2/6.0f)+p3*(t3/6.0f); } }//namespace graph }//namespace hgl