Curve distance equation

Blitz3D Forums/Blitz3D Programming/Curve distance equation

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

its Interesting how after all the Volumes of 3 dimensional Spline Revolution, Integration to find area under graph and um..other stuff
That isnt covered in high school Maths.
There must be some way to work it out exactly..
All i can think of is in equation terms, where if i was to approximate the length of a curved graph (between closed intervals) i would calculate the gradient(eg in 2d:(yincrease/xincrease)) for each x co-ordinate (ie 0,1,2) (==>XINCREASE WOULD BE 1) store the length (pythagoras OR ==>ratios i prefer) in a type or array or bank and then add them up at the end through a loop for each index.

but then u need to find the actualpoint at which the spline is at for each co-ordinate...

scene as its made up of vertex and line combinations, i suppose in the end i would just find the distance between each vertex that is connected to every other vertex and combine those values (I'm sure that could be done in Blitz=although you'll be using your own distance formula)
The Vertex relatred commands that ivenever really looked at:
http://www.blitzbasic.com/b3ddocs/command_list_3d_cat.php?show=Surface
so just countvertices, do a loop for them storing the x,y and z into an array, then use the distance formula from school to find and add the differnce between each related vertex in the spline.
Wouldnt be curve orientated mind me...

ALTERNATIVELY
edit: if theres a path following algorithm out there, you could use that, move an entity along the spline at a constant vectoral speed and then find then time through the millisecs. and then multiply to find the distance in co-ord's/Millisec