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authorBenau <Benau@users.noreply.github.com>2021-08-25 04:32:50 +0800
committerGitHub <noreply@github.com>2021-08-24 22:32:50 +0200
commit53cafa9f3d0c8be33821fc7338b1da97e91d9cc6 (patch)
tree964a225219099a1a1c282e27913767da588191b4 /vendor/github.com/Benau/go_rlottie/vector_vinterpolator.cpp
parentd4195deb3a6305c49c50ff30e8af978c7f1bdd92 (diff)
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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>
Diffstat (limited to 'vendor/github.com/Benau/go_rlottie/vector_vinterpolator.cpp')
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1 files changed, 124 insertions, 0 deletions
diff --git a/vendor/github.com/Benau/go_rlottie/vector_vinterpolator.cpp b/vendor/github.com/Benau/go_rlottie/vector_vinterpolator.cpp
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+++ b/vendor/github.com/Benau/go_rlottie/vector_vinterpolator.cpp
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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#include "vector_vinterpolator.h"
+#include <cmath>
+
+V_BEGIN_NAMESPACE
+
+#define NEWTON_ITERATIONS 4
+#define NEWTON_MIN_SLOPE 0.02
+#define SUBDIVISION_PRECISION 0.0000001
+#define SUBDIVISION_MAX_ITERATIONS 10
+
+const float VInterpolator::kSampleStepSize =
+ 1.0f / float(VInterpolator::kSplineTableSize - 1);
+
+void VInterpolator::init(float aX1, float aY1, float aX2, float aY2)
+{
+ mX1 = aX1;
+ mY1 = aY1;
+ mX2 = aX2;
+ mY2 = aY2;
+
+ if (mX1 != mY1 || mX2 != mY2) CalcSampleValues();
+}
+
+/*static*/ float VInterpolator::CalcBezier(float aT, float aA1, float aA2)
+{
+ // use Horner's scheme to evaluate the Bezier polynomial
+ return ((A(aA1, aA2) * aT + B(aA1, aA2)) * aT + C(aA1)) * aT;
+}
+
+void VInterpolator::CalcSampleValues()
+{
+ for (int i = 0; i < kSplineTableSize; ++i) {
+ mSampleValues[i] = CalcBezier(float(i) * kSampleStepSize, mX1, mX2);
+ }
+}
+
+float VInterpolator::GetSlope(float aT, float aA1, float aA2)
+{
+ return 3.0f * A(aA1, aA2) * aT * aT + 2.0f * B(aA1, aA2) * aT + C(aA1);
+}
+
+float VInterpolator::value(float aX) const
+{
+ if (mX1 == mY1 && mX2 == mY2) return aX;
+
+ return CalcBezier(GetTForX(aX), mY1, mY2);
+}
+
+float VInterpolator::GetTForX(float aX) const
+{
+ // Find interval where t lies
+ float intervalStart = 0.0;
+ const float* currentSample = &mSampleValues[1];
+ const float* const lastSample = &mSampleValues[kSplineTableSize - 1];
+ for (; currentSample != lastSample && *currentSample <= aX;
+ ++currentSample) {
+ intervalStart += kSampleStepSize;
+ }
+ --currentSample; // t now lies between *currentSample and *currentSample+1
+
+ // Interpolate to provide an initial guess for t
+ float dist =
+ (aX - *currentSample) / (*(currentSample + 1) - *currentSample);
+ float guessForT = intervalStart + dist * kSampleStepSize;
+
+ // Check the slope to see what strategy to use. If the slope is too small
+ // Newton-Raphson iteration won't converge on a root so we use bisection
+ // instead.
+ float initialSlope = GetSlope(guessForT, mX1, mX2);
+ if (initialSlope >= NEWTON_MIN_SLOPE) {
+ return NewtonRaphsonIterate(aX, guessForT);
+ } else if (initialSlope == 0.0) {
+ return guessForT;
+ } else {
+ return BinarySubdivide(aX, intervalStart,
+ intervalStart + kSampleStepSize);
+ }
+}
+
+float VInterpolator::NewtonRaphsonIterate(float aX, float aGuessT) const
+{
+ // Refine guess with Newton-Raphson iteration
+ for (int i = 0; i < NEWTON_ITERATIONS; ++i) {
+ // We're trying to find where f(t) = aX,
+ // so we're actually looking for a root for: CalcBezier(t) - aX
+ float currentX = CalcBezier(aGuessT, mX1, mX2) - aX;
+ float currentSlope = GetSlope(aGuessT, mX1, mX2);
+
+ if (currentSlope == 0.0) return aGuessT;
+
+ aGuessT -= currentX / currentSlope;
+ }
+
+ return aGuessT;
+}
+
+float VInterpolator::BinarySubdivide(float aX, float aA, float aB) const
+{
+ float currentX;
+ float currentT;
+ int i = 0;
+
+ do {
+ currentT = aA + (aB - aA) / 2.0f;
+ currentX = CalcBezier(currentT, mX1, mX2) - aX;
+
+ if (currentX > 0.0) {
+ aB = currentT;
+ } else {
+ aA = currentT;
+ }
+ } while (fabs(currentX) > SUBDIVISION_PRECISION &&
+ ++i < SUBDIVISION_MAX_ITERATIONS);
+
+ return currentT;
+}
+
+V_END_NAMESPACE