return (a * omt3) + (b * f * omt) + (c * f * t) + (d * t3);
}
+static inline float cgm_bspline(float a, float b, float c, float d, float t)
+{
+ static const float mat[] = {
+ -1, 3, -3, 1,
+ 3, -6, 0, 4,
+ -3, 3, 3, 1,
+ 1, 0, 0, 0
+ };
+ cgm_vec4 tmp, qfact;
+ float tsq = t * t;
+
+ cgm_wcons(&qfact, tsq * t, tsq, t, 1.0f);
+ cgm_wcons(&tmp, a, b, c, d);
+ cgm_wmul_m4v4(&tmp, mat);
+ cgm_wscale(&tmp, 1.0f / 6.0f);
+ return cgm_wdot(&tmp, &qfact);
+}
+
+static inline float cgm_spline(float a, float b, float c, float d, float t)
+{
+ static const float mat[] = {
+ -1, 2, -1, 0,
+ 3, -5, 0, 2,
+ -3, 4, 1, 0,
+ 1, -1, 0, 0
+ };
+ cgm_vec4 tmp, qfact;
+ float tsq = t * t;
+
+ cgm_wcons(&qfact, tsq * t, tsq, t, 1.0f);
+ cgm_wcons(&tmp, a, b, c, d);
+ cgm_wmul_m4v4(&tmp, mat);
+ cgm_wscale(&tmp, 1.0f / 6.0f);
+ return cgm_wdot(&tmp, &qfact);
+}
+
static inline void cgm_discrand(cgm_vec3 *pt, float rad)
{
float theta = 2.0f * M_PI * (float)rand() / RAND_MAX;