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236 lines
6.2 KiB
C++
236 lines
6.2 KiB
C++
/**
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* Copyright (c) 2006-2019 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "MathModule.h"
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#include "common/Vector.h"
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#include "common/int.h"
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#include "common/StringMap.h"
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#include "BezierCurve.h"
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#include "Transform.h"
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// STL
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#include <cmath>
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#include <list>
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#include <iostream>
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// C
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#include <time.h>
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using std::list;
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using love::Vector2;
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namespace
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{
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// check if an angle is oriented counter clockwise
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inline bool is_oriented_ccw(const Vector2 &a, const Vector2 &b, const Vector2 &c)
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{
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// return det(b-a, c-a) >= 0
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return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) >= 0;
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}
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// check if a and b are on the same side of the line c->d
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bool on_same_side(const Vector2 &a, const Vector2 &b, const Vector2 &c, const Vector2 &d)
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{
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float px = d.x - c.x, py = d.y - c.y;
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// return det(p, a-c) * det(p, b-c) >= 0
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float l = px * (a.y - c.y) - py * (a.x - c.x);
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float m = px * (b.y - c.y) - py * (b.x - c.x);
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return l * m >= 0;
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}
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// checks is p is contained in the triangle abc
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inline bool point_in_triangle(const Vector2 &p, const Vector2 &a, const Vector2 &b, const Vector2 &c)
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{
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return on_same_side(p,a, b,c) && on_same_side(p,b, a,c) && on_same_side(p,c, a,b);
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}
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// checks if any vertex in `vertices' is in the triangle abc.
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bool any_point_in_triangle(const std::list<const Vector2 *> &vertices, const Vector2 &a, const Vector2 &b, const Vector2 &c)
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{
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for (const Vector2 *p : vertices)
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{
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if ((p != &a) && (p != &b) && (p != &c) && point_in_triangle(*p, a,b,c)) // oh god...
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return true;
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}
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return false;
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}
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inline bool is_ear(const Vector2 &a, const Vector2 &b, const Vector2 &c, const std::list<const Vector2 *> &vertices)
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{
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return is_oriented_ccw(a,b,c) && !any_point_in_triangle(vertices, a,b,c);
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}
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} // anonymous namespace
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namespace love
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{
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namespace math
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{
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std::vector<Triangle> triangulate(const std::vector<love::Vector2> &polygon)
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{
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if (polygon.size() < 3)
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throw love::Exception("Not a polygon");
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else if (polygon.size() == 3)
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return std::vector<Triangle>(1, Triangle(polygon[0], polygon[1], polygon[2]));
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// collect list of connections and record leftmost item to check if the polygon
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// has the expected winding
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std::vector<size_t> next_idx(polygon.size()), prev_idx(polygon.size());
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size_t idx_lm = 0;
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for (size_t i = 0; i < polygon.size(); ++i)
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{
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const love::Vector2 &lm = polygon[idx_lm], &p = polygon[i];
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if (p.x < lm.x || (p.x == lm.x && p.y < lm.y))
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idx_lm = i;
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next_idx[i] = i+1;
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prev_idx[i] = i-1;
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}
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next_idx[next_idx.size()-1] = 0;
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prev_idx[0] = prev_idx.size()-1;
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// check if the polygon has the expected winding and reverse polygon if needed
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if (!is_oriented_ccw(polygon[prev_idx[idx_lm]], polygon[idx_lm], polygon[next_idx[idx_lm]]))
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next_idx.swap(prev_idx);
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// collect list of concave polygons
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std::list<const love::Vector2 *> concave_vertices;
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for (size_t i = 0; i < polygon.size(); ++i)
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{
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if (!is_oriented_ccw(polygon[prev_idx[i]], polygon[i], polygon[next_idx[i]]))
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concave_vertices.push_back(&polygon[i]);
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}
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// triangulation according to kong
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std::vector<Triangle> triangles;
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size_t n_vertices = polygon.size();
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size_t current = 1, skipped = 0, next, prev;
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while (n_vertices > 3)
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{
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next = next_idx[current];
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prev = prev_idx[current];
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const Vector2 &a = polygon[prev], &b = polygon[current], &c = polygon[next];
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if (is_ear(a,b,c, concave_vertices))
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{
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triangles.push_back(Triangle(a,b,c));
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next_idx[prev] = next;
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prev_idx[next] = prev;
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concave_vertices.remove(&b);
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--n_vertices;
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skipped = 0;
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}
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else if (++skipped > n_vertices)
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{
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throw love::Exception("Cannot triangulate polygon.");
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}
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current = next;
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}
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next = next_idx[current];
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prev = prev_idx[current];
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triangles.push_back(Triangle(polygon[prev], polygon[current], polygon[next]));
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return triangles;
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}
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bool isConvex(const std::vector<love::Vector2> &polygon)
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{
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if (polygon.size() < 3)
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return false;
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// a polygon is convex if all corners turn in the same direction
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// turning direction can be determined using the cross-product of
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// the forward difference vectors
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size_t i = polygon.size() - 2, j = polygon.size() - 1, k = 0;
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Vector2 p(polygon[j] - polygon[i]);
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Vector2 q(polygon[k] - polygon[j]);
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float winding = Vector2::cross(p, q);
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while (k+1 < polygon.size())
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{
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i = j; j = k; k++;
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p = polygon[j] - polygon[i];
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q = polygon[k] - polygon[j];
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if (Vector2::cross(p, q) * winding < 0)
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return false;
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}
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return true;
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}
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/**
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* http://en.wikipedia.org/wiki/SRGB#The_reverse_transformation
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**/
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float gammaToLinear(float c)
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{
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if (c <= 0.04045f)
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return c / 12.92f;
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else
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return powf((c + 0.055f) / 1.055f, 2.4f);
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}
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/**
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* http://en.wikipedia.org/wiki/SRGB#The_forward_transformation_.28CIE_xyY_or_CIE_XYZ_to_sRGB.29
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**/
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float linearToGamma(float c)
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{
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if (c <= 0.0031308f)
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return c * 12.92f;
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else
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return 1.055f * powf(c, 1.0f / 2.4f) - 0.055f;
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}
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Math::Math()
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: rng()
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{
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RandomGenerator::Seed seed;
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seed.b64 = (uint64) time(nullptr);
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rng.setSeed(seed);
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}
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Math::~Math()
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{
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}
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RandomGenerator *Math::newRandomGenerator()
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{
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return new RandomGenerator();
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}
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BezierCurve *Math::newBezierCurve(const std::vector<Vector2> &points)
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{
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return new BezierCurve(points);
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}
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Transform *Math::newTransform()
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{
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return new Transform();
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}
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Transform *Math::newTransform(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
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{
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return new Transform(x, y, a, sx, sy, ox, oy, kx, ky);
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}
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} // math
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} // love
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