Uniform Cubic Spline Interpolation & Inversion

This crate supports the following types of splines: * B-spline * Bezier * Catmull-Rom * Hermite * Linear * Power

If you come from a background of shading languages used in offline rendering this crate should feel like home.

The code is a Rust port of the resp. implementation found in the Open Shading Language C++ source.

Example

Using a combination of spline() and spline_inverse() it is possible to compute a full spline-with-nonuniform-abscissæ: ```rust use uniformcubicsplines::{ spline, spline_inverse, basis::CatmullRom };

// We want to evaluate the spline at knot value 0.3. let x = 0.3;

// The first and last points are never interpolated. let knots = [0.0, 0.0, 0.1, 0.3, 1.0, 1.0]; let values = [0.0, 0.0, 1.3, 4.2, 3.2, 3.2];

let v = spline_inverse::(x, &knots).unwrap(); let y = spline::(v, &values);

assert!(y - 4.2 < 1e-6); ```