mirror of
https://github.com/cwinfo/matterbridge.git
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53cafa9f3d
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>
98 lines
2.9 KiB
C++
98 lines
2.9 KiB
C++
/*
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* Copyright (c) 2020 Samsung Electronics Co., Ltd. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef VLINE_H
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#define VLINE_H
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#include "vector_vglobal.h"
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#include "vector_vpoint.h"
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V_BEGIN_NAMESPACE
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class VLine {
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public:
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VLine() = default;
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VLine(float x1, float y1, float x2, float y2)
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: mX1(x1), mY1(y1), mX2(x2), mY2(y2)
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{
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}
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VLine(const VPointF &p1, const VPointF &p2)
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: mX1(p1.x()), mY1(p1.y()), mX2(p2.x()), mY2(p2.y())
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{
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}
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float length() const { return length(mX1, mY1, mX2, mY2);}
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void splitAtLength(float length, VLine &left, VLine &right) const;
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VPointF p1() const { return {mX1, mY1}; }
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VPointF p2() const { return {mX2, mY2}; }
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float angle() const;
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static float length(float x1, float y1, float x2, float y2);
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private:
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float mX1{0};
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float mY1{0};
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float mX2{0};
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float mY2{0};
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};
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inline float VLine::angle() const
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{
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static constexpr float K_PI = 3.141592f;
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const float dx = mX2 - mX1;
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const float dy = mY2 - mY1;
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const float theta = std::atan2(dy, dx) * 180.0f / K_PI;
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return theta;
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}
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// approximate sqrt(x*x + y*y) using alpha max plus beta min algorithm.
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// With alpha = 1, beta = 3/8, giving results with the largest error less
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// than 7% compared to the exact value.
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inline V_ALWAYS_INLINE float VLine::length(float x1, float y1, float x2, float y2)
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{
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float x = x2 - x1;
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float y = y2 - y1;
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x = x < 0 ? -x : x;
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y = y < 0 ? -y : y;
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return (x > y ? x + 0.375f * y : y + 0.375f * x);
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}
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inline void VLine::splitAtLength(float lengthAt, VLine &left, VLine &right) const
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{
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float len = length();
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float dx = ((mX2 - mX1) / len) * lengthAt;
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float dy = ((mY2 - mY1) / len) * lengthAt;
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left.mX1 = mX1;
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left.mY1 = mY1;
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left.mX2 = left.mX1 + dx;
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left.mY2 = left.mY1 + dy;
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right.mX1 = left.mX2;
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right.mY1 = left.mY2;
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right.mX2 = mX2;
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right.mY2 = mY2;
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}
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#endif //VLINE_H
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