Performs a Catmull-Rom interpolation, using the specified 4D vectors.
D3DXVECTOR4 * D3DXVec4CatmullRom( D3DXVECTOR4 * pOut, CONST D3DXVECTOR4 * pV0, CONST D3DXVECTOR4 * pV1, CONST D3DXVECTOR4 * pV2, CONST D3DXVECTOR4 * pV3, FLOAT s );
Pointer to a D3DXVECTOR4 structure that is the result of the Catmull-Rom interpolation.
Given four points (p1, p2, p3, p4), find a function Q(s) such that:
Q(s) is a cubic function. Q(s) interpolates between p2 and p3 as s ranges from 0 to 1. Q(s) is parallel to the line joining p1 to p3 when s is 0. Q(s) is parallel to the line joining p2 to p4 when s is 1.
The Catmull-Rom spline can be derived from the Hermite spline by setting:
v1 = p2 v2 = p3 t1 = (p3 - p1) / 2 t2 = (p4 - p2) / 2
where:
v1 is the contents of pV0.
v2 in the contents of pV1.
p3 is the contents of pV2.
p4 is the contents of pV3.
Using the Hermite spline equation:
Q(s) = (2s3 - 3s2 + 1)v1 + (-2s3 + 3s2)v2 + (s3 - 2s2 + s)t1 + (s3 - s2)t2
and substituting for v1, v2, t1, t2 yields:
Q(s) = (2s3 - 3s2 + 1)p2 + (-2s3 + 3s2)p3 + (s3 - 2s2 + s)(p3 - p1) / 2 + (s3 - s2)(p4 - p2) / 2
This can be rearranged as:
Q(s) = [(-s3 + 2s2 - s)p1 + (3s3 - 5s2 + 2)p2 + (-3s3 + 4s2 + s)p3 + (s3 - s2)p4] / 2
Header: Declared in D3dx9math.h.