0763541848
* move win32/config0.h -> config/config_windows0.h * move win32/stdint.h -> msvc/stdint.h * move posix/defines.h -> config/config_unix.h * add config.h - brings in config_(windows|unix).h as required * add config.h to *.cpp * Self-contain FFmpegSource2 with required function defines wrapped with __UNIX__ instead of the now removed defines.h. * Edit aegisub_vs2008.vcproj to remove explicit inclusion of config.h, also change VCPreBuildEventTool to create windows_config.h from windows_config0.h. Add msvc to include path. * Change configure to create ./acconf.h instead of posix/acconf.h This will allow us to create a more standard and platform agnostic way of configuration aegsisub during build time. Originally committed to SVN as r2621.
228 lines
6 KiB
C++
228 lines
6 KiB
C++
// Copyright (c) 2007, Rodrigo Braz Monteiro
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// -----------------------------------------------------------------------------
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//
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// AEGISUB
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//
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// Website: http://aegisub.cellosoft.com
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// Contact: mailto:zeratul@cellosoft.com
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//
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///////////
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// Headers
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#include "config.h"
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#include "spline_curve.h"
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#include "utils.h"
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/////////////////////
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// Curve constructor
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SplineCurve::SplineCurve() {
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type = CURVE_INVALID;
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}
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/////////////////////////////////////////////////////////
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// Split a curve in two using the de Casteljau algorithm
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void SplineCurve::Split(SplineCurve &c1,SplineCurve &c2,float t) {
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// Split a line
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if (type == CURVE_LINE) {
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c1.type = CURVE_LINE;
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c2.type = CURVE_LINE;
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c1.p1 = p1;
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c2.p2 = p2;
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c1.p2 = p1*(1-t)+p2*t;
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c2.p1 = c1.p2;
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}
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// Split a bicubic
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else if (type == CURVE_BICUBIC) {
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c1.type = CURVE_BICUBIC;
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c2.type = CURVE_BICUBIC;
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// Sub-divisions
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float u = 1-t;
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Vector2D p12 = p1*u+p2*t;
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Vector2D p23 = p2*u+p3*t;
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Vector2D p34 = p3*u+p4*t;
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Vector2D p123 = p12*u+p23*t;
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Vector2D p234 = p23*u+p34*t;
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Vector2D p1234 = p123*u+p234*t;
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// Set points
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c1.p1 = p1;
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c2.p4 = p4;
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c1.p2 = p12;
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c1.p3 = p123;
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c1.p4 = p1234;
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c2.p1 = p1234;
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c2.p2 = p234;
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c2.p3 = p34;
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}
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}
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//////////////////////
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// Smoothes the curve
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// Based on http://antigrain.com/research/bezier_interpolation/index.html
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void SplineCurve::Smooth(Vector2D P0,Vector2D P3,float smooth) {
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// Validate
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if (type != CURVE_LINE) return;
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if (p1 == p2) return;
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smooth = MID(0.0f,smooth,1.0f);
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// Get points
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Vector2D P1 = p1;
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Vector2D P2 = p2;
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// Calculate intermediate points
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Vector2D c1 = (P0+P1)/2.0f;
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Vector2D c2 = (P1+P2)/2.0f;
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Vector2D c3 = (P2+P3)/2.0f;
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float len1 = (P1-P0).Len();
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float len2 = (P2-P1).Len();
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float len3 = (P3-P2).Len();
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float k1 = len1/(len1+len2);
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float k2 = len2/(len2+len3);
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Vector2D m1 = c1+(c2-c1)*k1;
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Vector2D m2 = c2+(c3-c2)*k2;
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// Set curve points
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p4 = p2;
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p2 = m1+(c2-m1)*smooth + P1 - m1;
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p3 = m2+(c2-m2)*smooth + P2 - m2;
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type = CURVE_BICUBIC;
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}
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///////////////
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// Get a point
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Vector2D SplineCurve::GetPoint(float t) const {
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// Point
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if (type == CURVE_POINT) return p1;
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// Line
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else if (type == CURVE_LINE) {
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return p1*(1.0f-t) + p2*t;
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}
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// Bicubic
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else if (type == CURVE_BICUBIC) {
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float u = 1.0f-t;
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return p1*u*u*u + 3*p2*t*u*u + 3*p3*t*t*u + p4*t*t*t;
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}
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else return Vector2D(0,0);
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}
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///////////////////////
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// Get start/end point
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Vector2D SplineCurve::GetStartPoint() const {
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return p1;
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}
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Vector2D SplineCurve::GetEndPoint() const {
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switch (type) {
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case CURVE_POINT: return p1;
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case CURVE_LINE: return p2;
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case CURVE_BICUBIC: return p4;
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default: return p1;
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}
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}
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//////////////////////////////////
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// Get point closest to reference
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Vector2D SplineCurve::GetClosestPoint(Vector2D ref) const {
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return GetPoint(GetClosestParam(ref));
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}
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///////////////////////////////////////////
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// Get value of parameter closest to point
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float SplineCurve::GetClosestParam(Vector2D ref) const {
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// Line
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if (type == CURVE_LINE) {
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return GetClosestSegmentPart(p1,p2,ref);
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}
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// Bicubic
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if (type == CURVE_BICUBIC) {
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int steps = 100;
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float bestDist = 80000000.0f;
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float bestT = 0.0f;
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for (int i=0;i<=steps;i++) {
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float t = float(i)/float(steps);
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float dist = (GetPoint(t)-ref).Len();
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if (dist < bestDist) {
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bestDist = dist;
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bestT = t;
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}
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}
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return bestT;
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}
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// Something else
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return 0.0f;
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}
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//////////////////
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// Quick distance
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float SplineCurve::GetQuickDistance(Vector2D ref) const {
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// Bicubic
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if (type == CURVE_BICUBIC) {
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float len1 = GetClosestSegmentDistance(p1,p2,ref);
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float len2 = GetClosestSegmentDistance(p2,p3,ref);
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float len3 = GetClosestSegmentDistance(p3,p4,ref);
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float len4 = GetClosestSegmentDistance(p4,p1,ref);
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float len5 = GetClosestSegmentDistance(p1,p3,ref);
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float len6 = GetClosestSegmentDistance(p2,p4,ref);
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return MIN(MIN(MIN(len1,len2),MIN(len3,len4)),MIN(len5,len6));
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}
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// Something else
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else return (GetClosestPoint(ref)-ref).Len();
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}
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//////////////////////////////////////////
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// Closest t in segment p1-p2 to point p3
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float SplineCurve::GetClosestSegmentPart(Vector2D pt1,Vector2D pt2,Vector2D pt3) const {
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return MID(0.0f,(pt3-pt1).Dot(pt2-pt1)/(pt2-pt1).SquareLen(),1.0f);
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}
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/////////////////////////////////////////////////
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// Closest distance between p3 and segment p1-p2
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float SplineCurve::GetClosestSegmentDistance(Vector2D pt1,Vector2D pt2,Vector2D pt3) const {
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float t = GetClosestSegmentPart(pt1,pt2,pt3);
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return (pt1*(1.0f-t)+pt2*t-pt3).Len();
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}
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