问题
Is there a simple, efficient way to implement a piecewise linear integer-to-integer curve interpolation in C# (for Unity3D, if it matters) ?
Details are as follows:
- The piecewise linear curve representation has to be built over time. The first interpolation request comes before we have all data points
- The curve is strictly monotonous
- The first point is always (0, 0)
- The data points' first coordinates are also strictly monotonous w.r.t arrival time, i.e. the points are naturally ordered by their first coordinate.
- The data points are not in ranges that would cause cause overflow problems for 4-byte integers
- The output does not have to be 100% accurate, so rounding errors are not an issue.
In C++, I would do something like this:
#include <algorithm>
#include <vector>
#include <cassert>
using namespace std;
typedef pair<int, int> tDataPoint;
typedef vector<tDataPoint> tPLC;
void appendData(tPLC& curve, const tDataPoint& point) {
assert(curve.empty() || curve.back().first < point.first);
curve.push_back(point);
}
int interpolate(const tPLC& curve, int cursor) {
assert(!curve.empty());
int result = 0;
// below zero, the value is a constant 0
if (cursor > 0) {
// find the first data point above the cursor
const auto upper = upper_bound(begin(curve), end(curve), cursor);
// above the last data point, the value is a constant 0
if (upper == end(curve)) {
result = curve.back().second;
} else {
// get the point below or equal to the cursor
const auto lower = upper - 1;
// lerp between
float linear = float((cursor - lower.first) * (upper.second - lower.second)) / (upper.first - lower.first);
result = lower.second + int(linear);
}
}
return result;
}
I can see how I could do something that work sort of like this in C#, but nothing as concise or efficient. Any help will be appreciated.
EDIT:
I do not need to be more accurate, and am perfectly happy with piecewise linear interpolation, so better interpolation quality is not my problem here.
What I am looking for is an efficient, concise way of doing this. By efficient, I mean things like: relying on the fact that the data points are naturally ordered to be able to use binary search to find the proper segment
回答1:
I would use this interpolation cubic:
x=a0+a1*t+a2*t*t+a3*t*t*t
y=b0+b1*t+b2*t*t+b3*t*t*t
where a0..a3
are computed like this:
d1=0.5*(p2.x-p0.x);
d2=0.5*(p3.x-p1.x);
a0=p1.x;
a1=d1;
a2=(3.0*(p2.x-p1.x))-(2.0*d1)-d2;
a3=d1+d2+(2.0*(-p2.x+p1.x));
b0 .. b3
are computed in same way but use y
coordinates of course
p0..p3
are control points for cubic interpolation curve
t = < 0.0 , 1.0 >
is curve parameter from p1
to p2
This ensures that position and first derivation is continuous (c1). If you want to do this on integer math then just scale ai,bi
ant t
accordingly. You can also add as many dimensions as you need in the same manner
Now you need some parameter to go through your interpolation points for example u = <0 , N-1>
p(0..N-1)
are your control points list
u = 0
means start point p(0)
u = N-1
means end point p(N-1)
P0..P3
are control points used for interpolation
So you need to compute t
and select which points to use for interpolation
double t=u-floor(u); // fractional part between control points
int i=floor(u); // integer part points to starting control point used
if (i<1) { P0=p( 0),P1=p( 0),P2=p( 1),P3=p( 2); } // handle start edge case
else if (i==N-1) { P0=p(N-2),P1=p(N-1),P2=p(N-1),P3=p(N-1); } // handle end edge case
else if (i>=N-2) { P0=p(N-3),P1=p(N-2),P2=p(N-1),P3=p(N-1); } // handle end edge case
else { P0=p(i-1),P1=p(i ),P2=p(i+1),P3=p(i+2); }
(x,y) = interpolation (P0,P1,P2,P3,t);
If you want to do this on integer math then just scale u,t
accordingly. If N<3
then use linear interpolation ... or duplicate end points until N>=3
[edit1] linear interpolation approach
struct pnt { int x,y; };
pnt interpolate (pnt *p,int N,int x)
{
int i,j;
pnt p;
for (j=1,i=N-1;j<i;j<<=1); j>>=1; if (!j) j=1; // this just determine max mask for binary search ... can do it on p[] size change
for (i=0;j;j>>=1) // binary search by x coordinate output is i as point index with p[i].x<=x
{
i|=j;
if (i>=N) { i-=j; continue; }
if (p[i].x==x) break;
if (p[i].x> x) i-=j;
}
p.x=x;
p.y=p[i].y+((p[i+1].y-p[i].y)*(x-p[i].x)/(p[i+1].x-p[i].x))
return p;
}
add edge cases handling like x
is out of points bound or point list is too small
来源:https://stackoverflow.com/questions/22803762/piecewise-linear-integer-curve-interpolation-in-c-unity3d