Difference between revisions of "Interpolation"

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(New page: <lsl> //===================================================// // Interpolation Library 1.0 // // "May 4 2008", "2:23:12" // // Copyright ...)
 
 
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<lsl>
{{LSL Header}}
//===================================================//
//              Interpolation Library 1.0          //
//              "May 4 2008", "2:23:12"            //
//  Copyright (C) 2008, Nexii Malthus (cc-by)        //
//    http://creativecommons.org/licenses/by/3.0/    //
//===================================================//


float fLin(float v0, float v1,float t){
Interpolation is a way of constructing new data points within a range of known data points.
    return v0*(1-t) + v1*t;}


float fCos(float v0,float v1,float t){
The range of applications is varied, but here in SL it can most directly be used for animating and/or moving prims or linksets via any attribute you can creatively make use of.
    float F = (1 - llCos(t*PI))/2;
    return v0*(1-F)+v1*F;}


float fCub(float v0,float v1,float v2,float v3,float t){
Attributes:
    float P = (v3-v2)-(v0-v1);float Q = (v0-v1)-P;float R = v2-v0;float S = v1;
* Prim/Object Position
    return P*llPow(t,3) + Q*llPow(t,2) + R*t + S;}
* Prim/Object Rotation
* Texture Scale/Offsets
* or you can just simply interpolate internal values


vector vLin(vector v0, vector v1,float t){
Potential applications:
    return v0*(1-t) + v1*t;}
* Movement
* Animation
* User Interfaces
* Graphics
* Games


vector vCos(vector v0,vector v1,float t){
There are many different types of interpolation, which may exhibit different preferred or controllable behaviour.
    float F = (1 - llCos(t*PI))/2;
    return v0*(1-F)+v1*F;}


vector vCub(vector v0,vector v1,vector v2,vector v3,float t){
    vector P = (v3-v2)-(v0-v1);vector Q = (v0-v1)-P;vector R = v2-v0;vector S = v1;
    return P*llPow(t,3) + Q*llPow(t,2) + R*t + S;}


default{state_entry(){}}


</lsl>
== Interpolation Library ==
 
Linear Interpolation
* [[Interpolation/Linear/Float|Float]]
* [[Interpolation/Linear/Vector|Vector]]
* [[Interpolation/Linear/Rotation|Rotation]]
* List of [[Interpolation/Linear/Vectors|Vectors]]
 
 
Cosine Interpolation
* [[Interpolation/Cosine/Float|Float]]
* [[Interpolation/Cosine/Vector|Vector]]
* [[Interpolation/Cosine/Rotation|Rotation]]
 
Cubic Interpolation
* [[Interpolation/Cubic/Float|Float]]
* [[Interpolation/Cubic/Vector|Vector]]
* [[Interpolation/Cubic/Rotation|Rotation]]
 
 
Catmull-Rom Cubic Interpolation
* [[Interpolation/Catmull-Rom/Float|Float]]
 
 
Hermite Interpolation
* [[Interpolation/Hermite/Float|Float]]
* [[Interpolation/Hermite/Vector|Vector]]
 
Spline Interpolation
* List of [[Interpolation/Spline/Vectors|Vectors]]
 
Rescale
* [[Interpolation/Rescale/Float|Float]]
* [[Interpolation/Rescale/FloatFixed|Float Fixed]]
 
 
Target
* [[Interpolation/Target/Float|Float]]

Latest revision as of 12:10, 16 September 2011

Interpolation is a way of constructing new data points within a range of known data points.

The range of applications is varied, but here in SL it can most directly be used for animating and/or moving prims or linksets via any attribute you can creatively make use of.

Attributes:

  • Prim/Object Position
  • Prim/Object Rotation
  • Texture Scale/Offsets
  • or you can just simply interpolate internal values

Potential applications:

  • Movement
  • Animation
  • User Interfaces
  • Graphics
  • Games

There are many different types of interpolation, which may exhibit different preferred or controllable behaviour.


Interpolation Library

Linear Interpolation


Cosine Interpolation


Cubic Interpolation


Catmull-Rom Cubic Interpolation


Hermite Interpolation

Spline Interpolation

Rescale


Target