feat: godot-engine-source-4.3-stable
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engine/thirdparty/thorvg/src/common/tvgMath.cpp
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engine/thirdparty/thorvg/src/common/tvgMath.cpp
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/*
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* Copyright (c) 2021 - 2024 the ThorVG project. 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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#include "tvgMath.h"
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//see: https://en.wikipedia.org/wiki/Remez_algorithm
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float mathAtan2(float y, float x)
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{
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if (y == 0.0f && x == 0.0f) return 0.0f;
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auto a = std::min(fabsf(x), fabsf(y)) / std::max(fabsf(x), fabsf(y));
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auto s = a * a;
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auto r = ((-0.0464964749f * s + 0.15931422f) * s - 0.327622764f) * s * a + a;
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if (fabsf(y) > fabsf(x)) r = 1.57079637f - r;
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if (x < 0) r = 3.14159274f - r;
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if (y < 0) return -r;
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return r;
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}
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bool mathInverse(const Matrix* m, Matrix* out)
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{
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auto det = m->e11 * (m->e22 * m->e33 - m->e32 * m->e23) -
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m->e12 * (m->e21 * m->e33 - m->e23 * m->e31) +
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m->e13 * (m->e21 * m->e32 - m->e22 * m->e31);
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if (mathZero(det)) return false;
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auto invDet = 1 / det;
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out->e11 = (m->e22 * m->e33 - m->e32 * m->e23) * invDet;
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out->e12 = (m->e13 * m->e32 - m->e12 * m->e33) * invDet;
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out->e13 = (m->e12 * m->e23 - m->e13 * m->e22) * invDet;
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out->e21 = (m->e23 * m->e31 - m->e21 * m->e33) * invDet;
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out->e22 = (m->e11 * m->e33 - m->e13 * m->e31) * invDet;
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out->e23 = (m->e21 * m->e13 - m->e11 * m->e23) * invDet;
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out->e31 = (m->e21 * m->e32 - m->e31 * m->e22) * invDet;
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out->e32 = (m->e31 * m->e12 - m->e11 * m->e32) * invDet;
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out->e33 = (m->e11 * m->e22 - m->e21 * m->e12) * invDet;
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return true;
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}
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bool mathIdentity(const Matrix* m)
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{
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if (m->e11 != 1.0f || m->e12 != 0.0f || m->e13 != 0.0f ||
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m->e21 != 0.0f || m->e22 != 1.0f || m->e23 != 0.0f ||
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m->e31 != 0.0f || m->e32 != 0.0f || m->e33 != 1.0f) {
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return false;
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}
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return true;
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}
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void mathRotate(Matrix* m, float degree)
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{
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if (degree == 0.0f) return;
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auto radian = degree / 180.0f * MATH_PI;
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auto cosVal = cosf(radian);
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auto sinVal = sinf(radian);
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m->e12 = m->e11 * -sinVal;
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m->e11 *= cosVal;
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m->e21 = m->e22 * sinVal;
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m->e22 *= cosVal;
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}
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Matrix operator*(const Matrix& lhs, const Matrix& rhs)
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{
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Matrix m;
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m.e11 = lhs.e11 * rhs.e11 + lhs.e12 * rhs.e21 + lhs.e13 * rhs.e31;
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m.e12 = lhs.e11 * rhs.e12 + lhs.e12 * rhs.e22 + lhs.e13 * rhs.e32;
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m.e13 = lhs.e11 * rhs.e13 + lhs.e12 * rhs.e23 + lhs.e13 * rhs.e33;
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m.e21 = lhs.e21 * rhs.e11 + lhs.e22 * rhs.e21 + lhs.e23 * rhs.e31;
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m.e22 = lhs.e21 * rhs.e12 + lhs.e22 * rhs.e22 + lhs.e23 * rhs.e32;
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m.e23 = lhs.e21 * rhs.e13 + lhs.e22 * rhs.e23 + lhs.e23 * rhs.e33;
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m.e31 = lhs.e31 * rhs.e11 + lhs.e32 * rhs.e21 + lhs.e33 * rhs.e31;
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m.e32 = lhs.e31 * rhs.e12 + lhs.e32 * rhs.e22 + lhs.e33 * rhs.e32;
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m.e33 = lhs.e31 * rhs.e13 + lhs.e32 * rhs.e23 + lhs.e33 * rhs.e33;
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return m;
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}
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bool operator==(const Matrix& lhs, const Matrix& rhs)
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{
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if (!mathEqual(lhs.e11, rhs.e11) || !mathEqual(lhs.e12, rhs.e12) || !mathEqual(lhs.e13, rhs.e13) ||
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!mathEqual(lhs.e21, rhs.e21) || !mathEqual(lhs.e22, rhs.e22) || !mathEqual(lhs.e23, rhs.e23) ||
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!mathEqual(lhs.e31, rhs.e31) || !mathEqual(lhs.e32, rhs.e32) || !mathEqual(lhs.e33, rhs.e33)) {
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return false;
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}
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return true;
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}
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void operator*=(Point& pt, const Matrix& m)
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{
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auto tx = pt.x * m.e11 + pt.y * m.e12 + m.e13;
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auto ty = pt.x * m.e21 + pt.y * m.e22 + m.e23;
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pt.x = tx;
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pt.y = ty;
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}
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Point operator*(const Point& pt, const Matrix& m)
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{
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auto tx = pt.x * m.e11 + pt.y * m.e12 + m.e13;
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auto ty = pt.x * m.e21 + pt.y * m.e22 + m.e23;
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return {tx, ty};
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}
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