#pragma once namespace nall { struct Interpolation { static inline auto Nearest(double mu, double a, double b, double c, double d) -> double { return (mu <= 0.5 ? b : c); } static inline auto Sublinear(double mu, double a, double b, double c, double d) -> double { mu = ((mu - 0.5) * 2.0) + 0.5; if(mu < 0) mu = 0; if(mu > 1) mu = 1; return b * (1.0 - mu) + c * mu; } static inline auto Linear(double mu, double a, double b, double c, double d) -> double { return b * (1.0 - mu) + c * mu; } static inline auto Cosine(double mu, double a, double b, double c, double d) -> double { mu = (1.0 - cos(mu * Math::Pi)) / 2.0; return b * (1.0 - mu) + c * mu; } static inline auto Cubic(double mu, double a, double b, double c, double d) -> double { double A = d - c - a + b; double B = a - b - A; double C = c - a; double D = b; return A * (mu * mu * mu) + B * (mu * mu) + C * mu + D; } static inline auto Hermite(double mu1, double a, double b, double c, double d) -> double { const double tension = 0.0; //-1 = low, 0 = normal, +1 = high const double bias = 0.0; //-1 = left, 0 = even, +1 = right double mu2, mu3, m0, m1, a0, a1, a2, a3; mu2 = mu1 * mu1; mu3 = mu2 * mu1; m0 = (b - a) * (1.0 + bias) * (1.0 - tension) / 2.0; m0 += (c - b) * (1.0 - bias) * (1.0 - tension) / 2.0; m1 = (c - b) * (1.0 + bias) * (1.0 - tension) / 2.0; m1 += (d - c) * (1.0 - bias) * (1.0 - tension) / 2.0; a0 = +2 * mu3 - 3 * mu2 + 1; a1 = mu3 - 2 * mu2 + mu1; a2 = mu3 - mu2; a3 = -2 * mu3 + 3 * mu2; return (a0 * b) + (a1 * m0) + (a2 * m1) + (a3 * c); } }; }