mirror of
https://github.com/42wim/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>
140 lines
4.5 KiB
C++
140 lines
4.5 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 VBEZIER_H
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#define VBEZIER_H
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#include "vector_vpoint.h"
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V_BEGIN_NAMESPACE
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class VBezier {
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public:
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VBezier() = default;
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VPointF pointAt(float t) const;
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float angleAt(float t) const;
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VBezier onInterval(float t0, float t1) const;
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float length() const;
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static void coefficients(float t, float &a, float &b, float &c, float &d);
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static VBezier fromPoints(const VPointF &start, const VPointF &cp1,
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const VPointF &cp2, const VPointF &end);
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inline void parameterSplitLeft(float t, VBezier *left);
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inline void split(VBezier *firstHalf, VBezier *secondHalf) const;
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float tAtLength(float len) const { return tAtLength(len , length());}
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float tAtLength(float len, float totalLength) const;
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void splitAtLength(float len, VBezier *left, VBezier *right);
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VPointF pt1() const { return {x1, y1}; }
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VPointF pt2() const { return {x2, y2}; }
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VPointF pt3() const { return {x3, y3}; }
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VPointF pt4() const { return {x4, y4}; }
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private:
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VPointF derivative(float t) const;
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float x1, y1, x2, y2, x3, y3, x4, y4;
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};
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inline void VBezier::coefficients(float t, float &a, float &b, float &c,
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float &d)
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{
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float m_t = 1.0f - t;
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b = m_t * m_t;
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c = t * t;
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d = c * t;
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a = b * m_t;
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b *= 3.0f * t;
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c *= 3.0f * m_t;
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}
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inline VPointF VBezier::pointAt(float t) const
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{
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// numerically more stable:
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float x, y;
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float m_t = 1.0f - t;
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{
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float a = x1 * m_t + x2 * t;
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float b = x2 * m_t + x3 * t;
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float c = x3 * m_t + x4 * t;
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a = a * m_t + b * t;
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b = b * m_t + c * t;
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x = a * m_t + b * t;
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}
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{
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float a = y1 * m_t + y2 * t;
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float b = y2 * m_t + y3 * t;
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float c = y3 * m_t + y4 * t;
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a = a * m_t + b * t;
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b = b * m_t + c * t;
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y = a * m_t + b * t;
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}
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return {x, y};
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}
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inline void VBezier::parameterSplitLeft(float t, VBezier *left)
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{
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left->x1 = x1;
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left->y1 = y1;
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left->x2 = x1 + t * (x2 - x1);
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left->y2 = y1 + t * (y2 - y1);
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left->x3 = x2 + t * (x3 - x2); // temporary holding spot
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left->y3 = y2 + t * (y3 - y2); // temporary holding spot
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x3 = x3 + t * (x4 - x3);
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y3 = y3 + t * (y4 - y3);
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x2 = left->x3 + t * (x3 - left->x3);
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y2 = left->y3 + t * (y3 - left->y3);
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left->x3 = left->x2 + t * (left->x3 - left->x2);
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left->y3 = left->y2 + t * (left->y3 - left->y2);
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left->x4 = x1 = left->x3 + t * (x2 - left->x3);
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left->y4 = y1 = left->y3 + t * (y2 - left->y3);
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}
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inline void VBezier::split(VBezier *firstHalf, VBezier *secondHalf) const
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{
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float c = (x2 + x3) * 0.5f;
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firstHalf->x2 = (x1 + x2) * 0.5f;
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secondHalf->x3 = (x3 + x4) * 0.5f;
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firstHalf->x1 = x1;
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secondHalf->x4 = x4;
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firstHalf->x3 = (firstHalf->x2 + c) * 0.5f;
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secondHalf->x2 = (secondHalf->x3 + c) * 0.5f;
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firstHalf->x4 = secondHalf->x1 = (firstHalf->x3 + secondHalf->x2) * 0.5f;
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c = (y2 + y3) / 2;
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firstHalf->y2 = (y1 + y2) * 0.5f;
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secondHalf->y3 = (y3 + y4) * 0.5f;
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firstHalf->y1 = y1;
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secondHalf->y4 = y4;
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firstHalf->y3 = (firstHalf->y2 + c) * 0.5f;
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secondHalf->y2 = (secondHalf->y3 + c) * 0.5f;
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firstHalf->y4 = secondHalf->y1 = (firstHalf->y3 + secondHalf->y2) * 0.5f;
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}
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V_END_NAMESPACE
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#endif // VBEZIER_H
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