# Introduction

Sometimes, we need to get the length of a spline. For example, hair length is required when hair-style is modeled using Hermit splines.

Actually this post is simply translated from the one I wrote on CSDN: https://blog.csdn.net/noahzuo/article/details/53127319

# Gauss–Legendre Quadrature

When we try to find the integration value of a function $\int_{-1}^{1}f(x) dx$, it is a good choice to use Gaussian quadrature:

, which $w_i, i = 1 … n$ is the weight to get the approximate result.

But it is known to all that `Guass Quadrature`

can only be used for functions that can be well-approximated by a polynomial on $[−1, 1]$.

Thus, we can make $f(x) = W(x)g(x)$, which $g(x)$ is a approximated polynomial function, and $W(x)$ is a known weight function. As a result, we have:

For `Gauss–Legendre Quadrature`

, which needs to be sampled only 5 times to get a reasonable result, let $P_n(x)$ be the polynomial function when $W(x)=1$. We have:

, which $x*i$ is the $i*{th}$ root of $P_n(x)$, and $P_n(x)$ is:

For those 5 sample points, we have the value table:

$P_i$ | $w_i$ |
---|---|

$0$ | $\tfrac{128}{255}$ |

$\pm\tfrac{\sqrt{245-14\sqrt{70}}}{21}$ | $\tfrac{322+13\sqrt{70}}{900}$ |

$\pm\tfrac{\sqrt{245+14\sqrt{70}}}{21}$ | $\tfrac{322-13\sqrt{70}}{900}$ |

# Implementation Code

As a result, all those values can be calculated in advance, so we can use it directly:

1 | struct FLegendreGaussCoefficient |

So, the algorithm is truly easy. We take 4 vectors $P_0, P_1, T_0, T_1$ representing the position and tangent of starting point and ending point:

1 | float LengthOfSegment(FVector P0, FVector P1, FVector T0, FVector T1) |

Finally we have our result.