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		<title>Cubic Splines</title>
		<link>http://www.allegro.cc/forums/view/612242</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Thu, 21 Mar 2013 16:02:58 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>Can anyone suggest me some small and simple C or C++ implementation for calculating cubic splines? It would be best if it could handle circles (end point and start point being the same).
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		<author>no-reply@allegro.cc (Hyena_)</author>
		<pubDate>Mon, 18 Mar 2013 03:14:43 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>From <a href="http://en.wikipedia.org/wiki/B-spline#Cubic_B-Spline">wikipedia</a> we get the formula for a uniform cubic b-spline (which I&#39;m assuming is what you want). </p><p>The code could look something like this:</p><div class="source-code"><div class="toolbar"><span class="button numbers"><b>#</b></span><span class="button select">Select</span><span class="button expand">Expand</span></div><div class="inner"><span class="number">  1</span>vector<span class="k3">&lt;</span>vec3&gt; UniformCubicBspline<span class="k2">(</span>vector<span class="k3">&lt;</span>vec3&gt; points<span class="k2">)</span>
<span class="number">  2</span><span class="k2">{</span>
<span class="number">  3</span>    vector<span class="k3">&lt;</span>vec3&gt; output<span class="k2">;</span>
<span class="number">  4</span>    <span class="k1">for</span><span class="k2">(</span><span class="k1">float</span> t <span class="k3">=</span> <span class="n">0</span><span class="k2">;</span> t <span class="k3">&lt;</span> <span class="n">1</span>.<span class="n">0f</span><span class="k2">;</span> t <span class="k3">+</span><span class="k3">=</span> <span class="n">0</span>.<span class="n">01f</span><span class="k2">)</span>
<span class="number">  5</span>    <span class="k2">{</span>    
<span class="number">  6</span>        <span class="k1">for</span><span class="k2">(</span><span class="k1">int</span> i <span class="k3">=</span> <span class="n">1</span><span class="k2">;</span> i <span class="k3">&lt;</span> points.size<span class="k2">(</span><span class="k2">)</span><span class="k3">-</span><span class="n">2</span><span class="k2">;</span> <span class="k3">+</span><span class="k3">+</span>i<span class="k2">)</span>
<span class="number">  7</span>        <span class="k2">{</span>
<span class="number">  8</span>            vec3 p<span class="k2">;</span>
<span class="number">  9</span>            p <span class="k3">=</span> <span class="k2">(</span>t<span class="k3">*</span>t<span class="k3">*</span>t<span class="k2">)</span> <span class="k3">*</span> <span class="k2">(</span><span class="k3">-</span><span class="n">1</span> <span class="k3">*</span> points<span class="k2">[</span>i-1<span class="k2">]</span> <span class="k3">+</span> <span class="n">3</span> <span class="k3">*</span> points<span class="k2">[</span>i<span class="k2">]</span> <span class="k3">-</span> <span class="n">3</span> <span class="k3">*</span> points<span class="k2">[</span>i<span class="k3">+</span><span class="n">1</span><span class="k2">]</span> <span class="k3">+</span> <span class="n">1</span> <span class="k3">*</span> points<span class="k2">[</span>i<span class="k3">+</span><span class="n">2</span><span class="k2">]</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 10</span>            p <span class="k3">+</span><span class="k3">=</span> <span class="k2">(</span>t<span class="k3">*</span>t<span class="k2">)</span> <span class="k3">*</span> <span class="k2">(</span><span class="n">3</span> <span class="k3">*</span> points<span class="k2">[</span>i-1<span class="k2">]</span> <span class="k3">-</span> <span class="n">6</span> <span class="k3">*</span> points<span class="k2">[</span>i<span class="k2">]</span> <span class="k3">+</span> <span class="n">3</span> <span class="k3">*</span> points<span class="k2">[</span>i<span class="k3">+</span><span class="n">1</span><span class="k2">]</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 11</span>            p <span class="k3">+</span><span class="k3">=</span> <span class="k2">(</span>t<span class="k2">)</span> <span class="k3">*</span> <span class="k2">(</span><span class="k3">-</span><span class="n">3</span> <span class="k3">*</span> points<span class="k2">[</span>i-1<span class="k2">]</span> <span class="k3">+</span> <span class="n">3</span> <span class="k3">*</span> points<span class="k2">[</span>i<span class="k3">+</span><span class="n">1</span><span class="k2">]</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 12</span>            p <span class="k3">+</span><span class="k3">=</span> <span class="k2">(</span><span class="n">1</span> <span class="k3">*</span> points<span class="k2">[</span>i-1<span class="k2">]</span> <span class="k3">+</span> <span class="n">4</span> <span class="k3">*</span> points<span class="k2">[</span>i<span class="k2">]</span> <span class="k3">+</span> <span class="n">1</span> <span class="k3">*</span> points<span class="k2">[</span>i<span class="k3">+</span><span class="n">1</span><span class="k2">]</span><span class="k2">)</span><span class="k2">;</span>
<span class="number"> 13</span>            p <span class="k3">/</span><span class="k3">=</span> <span class="n">6</span><span class="k2">;</span>
<span class="number"> 14</span>            output.push_back<span class="k2">(</span>p<span class="k2">)</span><span class="k2">;</span>
<span class="number"> 15</span>        <span class="k2">}</span>
<span class="number"> 16</span>    <span class="k2">}</span>
<span class="number"> 17</span>    <span class="k1">return</span> output<span class="k2">;</span>
<span class="number"> 18</span><span class="k2">}</span>
</div></div><p>

This is untested code.  It may or may not work.  It does however give a general idea on how to do it.  I&#39;m not sure if you know this or not, but uniform cubic b-splines can&#39;t really make a perfect circle.  You would need NURBS for that.  If you don&#39;t mind it not being a perfect circle you can just add the first couple points to the end of the list after the last point and that will connect the curve.
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		<author>no-reply@allegro.cc (adamk kromm)</author>
		<pubDate>Mon, 18 Mar 2013 04:13:54 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>One other property is that all the input points I provide must be on the trajectory. Will b-splines do that?</p><p>According to Math World, they don&#39;t: <a href="http://mathworld.wolfram.com/B-Spline.html">http://mathworld.wolfram.com/B-Spline.html</a></p><p>While this is cubic spline: <a href="http://mathworld.wolfram.com/CubicSpline.html">http://mathworld.wolfram.com/CubicSpline.html</a></p><p>Any ideas how to implement the latter one?</p><p>This is what I mean by drawing a circle:<br />&quot;If the curve is instead closed, the system becomes ...&quot;
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		<author>no-reply@allegro.cc (Hyena_)</author>
		<pubDate>Mon, 18 Mar 2013 12:27:38 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>If you want the curve to pass through the points then you probably want to use a spline that uses interpolation rather than approximation (bspline).</p><p>A quick google on interpolation helped me find <a href="http://paulbourke.net/miscellaneous/interpolation/">this</a></p><p>it has a bunch of different interpolation schemes: one of which is cubic.
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		<author>no-reply@allegro.cc (adamk kromm)</author>
		<pubDate>Mon, 18 Mar 2013 18:51:16 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Err... A cubic spline interpolates between two points. If you want more than two points, you stick a bunch of cubic splines together. Something like <a href="http://en.wikipedia.org/wiki/Catmull-Rom_spline#Catmull.E2.80.93Rom_spline">Catmull-Rom Spline</a>. Just because every second point is a control point doesn&#39;t mean that it doesn&#39;t go through all your datapoints... it means you have to come up with additional points for algorithm to work.
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		<author>no-reply@allegro.cc (SiegeLord)</author>
		<pubDate>Mon, 18 Mar 2013 19:24:52 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>thanks siegeLord, it gets me closer to what I seek. Although, based on mathWorld (<a href="http://mathworld.wolfram.com/CubicSpline.html">http://mathworld.wolfram.com/CubicSpline.html</a>) I really thought that cubic splines were what I needed.
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		<author>no-reply@allegro.cc (Hyena_)</author>
		<pubDate>Wed, 20 Mar 2013 21:36:10 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Well, yes it is.</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
A cubic spline is a spline constructed of <b>piecewise</b> third-order polynomials which pass through a set of m control points.
</p></div></div><p>

Which means that you have a set of individual cubic splines put together end to end. You make sure it looks nice by picking control points like in the article I showed you.</p><p>Basically your function may sort of look like this:</p><div class="source-code snippet"><div class="inner"><pre><span class="c">// Interpolates between p1 and p2, such that the line is</span>
<span class="c">// parallel to vectors m1 and m2 at p1 and p2 respectively</span>
vector interpolate<span class="k2">(</span>vector p1, vector p2, vector m1, vector m2<span class="k2">)</span>
<span class="k2">{</span>
    <span class="k1">return</span> TheUsualBezierInterpolation<span class="k2">(</span>p1, p1 <span class="k3">+</span> m1 <span class="k3">/</span> <span class="n">3</span>, p2 <span class="k3">-</span> m1 <span class="k3">/</span> <span class="n">3</span>, p2<span class="k2">)</span><span class="k2">;</span>
<span class="k2">}</span>
</pre></div></div><p>

You compute <span class="source-code">m1</span> and <span class="source-code">m2</span> using whatever method from the article I linked to you choose (but ultimately they depend on the 3 points that define each angle). <span class="source-code">TheUsualBezierInterpolation</span> is just what it says. There&#39;s a version of it on the internet for sure. Allegro5 has it in the <span class="source-code"><a href="http://www.allegro.cc/manual/al_calculate_spline"><span class="a">al_calculate_spline</span></a></span> function.
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		<author>no-reply@allegro.cc (SiegeLord)</author>
		<pubDate>Wed, 20 Mar 2013 23:05:20 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>oh now I get it, thank you!
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		<author>no-reply@allegro.cc (Hyena_)</author>
		<pubDate>Thu, 21 Mar 2013 16:02:58 +0000</pubDate>
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