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matterbridge/vendor/github.com/Benau/go_rlottie/vector_vbezier.h
Benau 53cafa9f3d
Convert .tgs with go libraries (and cgo) (telegram) (#1569)
This commit adds support for go/cgo tgs conversion when building with the -tags `cgo`
The default binaries are still "pure" go and uses the old way of converting.

* Move lottie_convert.py conversion code to its own file

* Add optional libtgsconverter

* Update vendor

* Apply suggestions from code review

* Update bridge/helper/libtgsconverter.go

Co-authored-by: Wim <wim@42.be>
2021-08-24 22:32:50 +02:00

140 lines
4.5 KiB
C++

/*
* 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.
*/
#ifndef VBEZIER_H
#define VBEZIER_H
#include "vector_vpoint.h"
V_BEGIN_NAMESPACE
class VBezier {
public:
VBezier() = default;
VPointF pointAt(float t) const;
float angleAt(float t) const;
VBezier onInterval(float t0, float t1) const;
float length() const;
static void coefficients(float t, float &a, float &b, float &c, float &d);
static VBezier fromPoints(const VPointF &start, const VPointF &cp1,
const VPointF &cp2, const VPointF &end);
inline void parameterSplitLeft(float t, VBezier *left);
inline void split(VBezier *firstHalf, VBezier *secondHalf) const;
float tAtLength(float len) const { return tAtLength(len , length());}
float tAtLength(float len, float totalLength) const;
void splitAtLength(float len, VBezier *left, VBezier *right);
VPointF pt1() const { return {x1, y1}; }
VPointF pt2() const { return {x2, y2}; }
VPointF pt3() const { return {x3, y3}; }
VPointF pt4() const { return {x4, y4}; }
private:
VPointF derivative(float t) const;
float x1, y1, x2, y2, x3, y3, x4, y4;
};
inline void VBezier::coefficients(float t, float &a, float &b, float &c,
float &d)
{
float m_t = 1.0f - t;
b = m_t * m_t;
c = t * t;
d = c * t;
a = b * m_t;
b *= 3.0f * t;
c *= 3.0f * m_t;
}
inline VPointF VBezier::pointAt(float t) const
{
// numerically more stable:
float x, y;
float m_t = 1.0f - t;
{
float a = x1 * m_t + x2 * t;
float b = x2 * m_t + x3 * t;
float c = x3 * m_t + x4 * t;
a = a * m_t + b * t;
b = b * m_t + c * t;
x = a * m_t + b * t;
}
{
float a = y1 * m_t + y2 * t;
float b = y2 * m_t + y3 * t;
float c = y3 * m_t + y4 * t;
a = a * m_t + b * t;
b = b * m_t + c * t;
y = a * m_t + b * t;
}
return {x, y};
}
inline void VBezier::parameterSplitLeft(float t, VBezier *left)
{
left->x1 = x1;
left->y1 = y1;
left->x2 = x1 + t * (x2 - x1);
left->y2 = y1 + t * (y2 - y1);
left->x3 = x2 + t * (x3 - x2); // temporary holding spot
left->y3 = y2 + t * (y3 - y2); // temporary holding spot
x3 = x3 + t * (x4 - x3);
y3 = y3 + t * (y4 - y3);
x2 = left->x3 + t * (x3 - left->x3);
y2 = left->y3 + t * (y3 - left->y3);
left->x3 = left->x2 + t * (left->x3 - left->x2);
left->y3 = left->y2 + t * (left->y3 - left->y2);
left->x4 = x1 = left->x3 + t * (x2 - left->x3);
left->y4 = y1 = left->y3 + t * (y2 - left->y3);
}
inline void VBezier::split(VBezier *firstHalf, VBezier *secondHalf) const
{
float c = (x2 + x3) * 0.5f;
firstHalf->x2 = (x1 + x2) * 0.5f;
secondHalf->x3 = (x3 + x4) * 0.5f;
firstHalf->x1 = x1;
secondHalf->x4 = x4;
firstHalf->x3 = (firstHalf->x2 + c) * 0.5f;
secondHalf->x2 = (secondHalf->x3 + c) * 0.5f;
firstHalf->x4 = secondHalf->x1 = (firstHalf->x3 + secondHalf->x2) * 0.5f;
c = (y2 + y3) / 2;
firstHalf->y2 = (y1 + y2) * 0.5f;
secondHalf->y3 = (y3 + y4) * 0.5f;
firstHalf->y1 = y1;
secondHalf->y4 = y4;
firstHalf->y3 = (firstHalf->y2 + c) * 0.5f;
secondHalf->y2 = (secondHalf->y3 + c) * 0.5f;
firstHalf->y4 = secondHalf->y1 = (firstHalf->y3 + secondHalf->y2) * 0.5f;
}
V_END_NAMESPACE
#endif // VBEZIER_H