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matterbridge/vendor/github.com/Benau/go_rlottie/vector_vbezier.cpp

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/*
* Copyright (c) 2020 Samsung Electronics Co., Ltd. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "vector_vbezier.h"
#include <cmath>
#include "vector_vline.h"
V_BEGIN_NAMESPACE
VBezier VBezier::fromPoints(const VPointF &p1, const VPointF &p2,
const VPointF &p3, const VPointF &p4)
{
VBezier b;
b.x1 = p1.x();
b.y1 = p1.y();
b.x2 = p2.x();
b.y2 = p2.y();
b.x3 = p3.x();
b.y3 = p3.y();
b.x4 = p4.x();
b.y4 = p4.y();
return b;
}
float VBezier::length() const
{
const auto len = VLine::length(x1, y1, x2, y2) +
VLine::length(x2, y2, x3, y3) +
VLine::length(x3, y3, x4, y4);
const auto chord = VLine::length(x1, y1, x4, y4);
if ((len - chord) > 0.01) {
VBezier left, right;
split(&left, &right);
return left.length() + right.length();
}
return len;
}
VBezier VBezier::onInterval(float t0, float t1) const
{
if (t0 == 0 && t1 == 1) return *this;
VBezier bezier = *this;
VBezier result;
bezier.parameterSplitLeft(t0, &result);
float trueT = (t1 - t0) / (1 - t0);
bezier.parameterSplitLeft(trueT, &result);
return result;
}
float VBezier::tAtLength(float l, float totalLength) const
{
float t = 1.0;
const float error = 0.01f;
if (l > totalLength || vCompare(l, totalLength)) return t;
t *= 0.5;
float lastBigger = 1.0;
for (int num = 0; num < 100500; num++) {
VBezier right = *this;
VBezier left;
right.parameterSplitLeft(t, &left);
float lLen = left.length();
if (fabs(lLen - l) < error) return t;
if (lLen < l) {
t += (lastBigger - t) * 0.5f;
} else {
lastBigger = t;
t -= t * 0.5f;
}
}
vWarning << "no convergence";
return t;
}
void VBezier::splitAtLength(float len, VBezier *left, VBezier *right)
{
float t;
*right = *this;
t = right->tAtLength(len);
right->parameterSplitLeft(t, left);
}
VPointF VBezier::derivative(float t) const
{
// p'(t) = 3 * (-(1-2t+t^2) * p0 + (1 - 4 * t + 3 * t^2) * p1 + (2 * t - 3 *
// t^2) * p2 + t^2 * p3)
float m_t = 1.0f - t;
float d = t * t;
float a = -m_t * m_t;
float b = 1 - 4 * t + 3 * d;
float c = 2 * t - 3 * d;
return 3 * VPointF(a * x1 + b * x2 + c * x3 + d * x4,
a * y1 + b * y2 + c * y3 + d * y4);
}
float VBezier::angleAt(float t) const
{
if (t < 0 || t > 1) {
return 0;
}
return VLine({}, derivative(t)).angle();
}
V_END_NAMESPACE