Change project structure;
Added new c# binding;
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154
native/external/cglm/bezier.h
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154
native/external/cglm/bezier.h
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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#ifndef cglm_bezier_h
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#define cglm_bezier_h
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#include "common.h"
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#define GLM_BEZIER_MAT_INIT {{-1.0f, 3.0f, -3.0f, 1.0f}, \
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{ 3.0f, -6.0f, 3.0f, 0.0f}, \
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{-3.0f, 3.0f, 0.0f, 0.0f}, \
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{ 1.0f, 0.0f, 0.0f, 0.0f}}
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#define GLM_HERMITE_MAT_INIT {{ 2.0f, -3.0f, 0.0f, 1.0f}, \
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{-2.0f, 3.0f, 0.0f, 0.0f}, \
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{ 1.0f, -2.0f, 1.0f, 0.0f}, \
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{ 1.0f, -1.0f, 0.0f, 0.0f}}
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/* for C only */
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#define GLM_BEZIER_MAT ((mat4)GLM_BEZIER_MAT_INIT)
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#define GLM_HERMITE_MAT ((mat4)GLM_HERMITE_MAT_INIT)
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#define CGLM_DECASTEL_EPS 1e-9f
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#define CGLM_DECASTEL_MAX 1000
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#define CGLM_DECASTEL_SMALL 1e-20f
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/*!
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* @brief cubic bezier interpolation
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*
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* Formula:
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* B(s) = P0*(1-s)^3 + 3*C0*s*(1-s)^2 + 3*C1*s^2*(1-s) + P1*s^3
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*
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* similar result using matrix:
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* B(s) = glm_smc(t, GLM_BEZIER_MAT, (vec4){p0, c0, c1, p1})
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*
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* glm_eq(glm_smc(...), glm_bezier(...)) should return TRUE
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*
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* @param[in] s parameter between 0 and 1
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* @param[in] p0 begin point
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* @param[in] c0 control point 1
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* @param[in] c1 control point 2
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* @param[in] p1 end point
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*
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* @return B(s)
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*/
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CGLM_INLINE
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float
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glm_bezier(float s, float p0, float c0, float c1, float p1) {
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float x, xx, ss, xs3, a;
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x = 1.0f - s;
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xx = x * x;
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ss = s * s;
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xs3 = (s - ss) * 3.0f;
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a = p0 * xx + c0 * xs3;
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return a + s * (c1 * xs3 + p1 * ss - a);
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}
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/*!
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* @brief cubic hermite interpolation
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*
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* Formula:
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* H(s) = P0*(2*s^3 - 3*s^2 + 1) + T0*(s^3 - 2*s^2 + s)
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* + P1*(-2*s^3 + 3*s^2) + T1*(s^3 - s^2)
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*
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* similar result using matrix:
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* H(s) = glm_smc(t, GLM_HERMITE_MAT, (vec4){p0, p1, c0, c1})
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*
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* glm_eq(glm_smc(...), glm_hermite(...)) should return TRUE
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*
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* @param[in] s parameter between 0 and 1
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* @param[in] p0 begin point
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* @param[in] t0 tangent 1
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* @param[in] t1 tangent 2
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* @param[in] p1 end point
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*
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* @return H(s)
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*/
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CGLM_INLINE
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float
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glm_hermite(float s, float p0, float t0, float t1, float p1) {
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float ss, d, a, b, c, e, f;
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ss = s * s;
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a = ss + ss;
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c = a + ss;
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b = a * s;
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d = s * ss;
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f = d - ss;
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e = b - c;
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return p0 * (e + 1.0f) + t0 * (f - ss + s) + t1 * f - p1 * e;
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}
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/*!
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* @brief iterative way to solve cubic equation
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*
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* @param[in] prm parameter between 0 and 1
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* @param[in] p0 begin point
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* @param[in] c0 control point 1
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* @param[in] c1 control point 2
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* @param[in] p1 end point
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*
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* @return parameter to use in cubic equation
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*/
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CGLM_INLINE
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float
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glm_decasteljau(float prm, float p0, float c0, float c1, float p1) {
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float u, v, a, b, c, d, e, f;
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int i;
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if (prm - p0 < CGLM_DECASTEL_SMALL)
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return 0.0f;
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if (p1 - prm < CGLM_DECASTEL_SMALL)
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return 1.0f;
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u = 0.0f;
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v = 1.0f;
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for (i = 0; i < CGLM_DECASTEL_MAX; i++) {
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/* de Casteljau Subdivision */
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a = (p0 + c0) * 0.5f;
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b = (c0 + c1) * 0.5f;
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c = (c1 + p1) * 0.5f;
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d = (a + b) * 0.5f;
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e = (b + c) * 0.5f;
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f = (d + e) * 0.5f; /* this one is on the curve! */
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/* The curve point is close enough to our wanted t */
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if (fabsf(f - prm) < CGLM_DECASTEL_EPS)
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return glm_clamp_zo((u + v) * 0.5f);
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/* dichotomy */
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if (f < prm) {
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p0 = f;
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c0 = e;
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c1 = c;
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u = (u + v) * 0.5f;
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} else {
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c0 = a;
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c1 = d;
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p1 = f;
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v = (u + v) * 0.5f;
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}
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}
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return glm_clamp_zo((u + v) * 0.5f);
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}
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#endif /* cglm_bezier_h */
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