File size: 17,453 Bytes
b516e00 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 | #include <cstdint>
#include <cstdlib>
#include <cstring>
#include <cmath>
#include <vector>
#include <algorithm>
#define PI 3.14159265358979323846
#ifdef _WIN32
#define BL_MOTION_EXPORT __declspec(dllexport)
#else
#define BL_MOTION_EXPORT __attribute__((visibility("default")))
#endif
// Blend2D C Types & Signatures
typedef uint32_t BLResult;
struct BLPoint {
double x;
double y;
};
struct BLCircle {
double cx;
double cy;
double r;
};
struct BLPathCore {
void* impl;
};
struct BLContextCore {
void* impl;
};
extern "C" {
BLResult bl_path_init(BLPathCore* self);
BLResult bl_path_reset(BLPathCore* self);
BLResult bl_path_clear(BLPathCore* self);
BLResult bl_path_destroy(BLPathCore* self);
size_t bl_path_get_size(const BLPathCore* self);
const BLPoint* bl_path_get_vertex_data(const BLPathCore* self);
const uint8_t* bl_path_get_command_data(const BLPathCore* self);
BLResult bl_path_move_to(BLPathCore* self, double x0, double y0);
BLResult bl_path_line_to(BLPathCore* self, double x1, double y1);
BLResult bl_path_add_path(BLPathCore* self, const BLPathCore* other, const void* range);
BLResult bl_context_fill_geometry_rgba32(BLContextCore* ctx, int geom_type, const void* geom_data, uint32_t rgba32);
}
extern "C" {
// ============================================================================
// 1. Native C++ Spring Dynamics & Cubic Bezier
// ============================================================================
BL_MOTION_EXPORT double bl_motion_cubic_bezier_evaluate(double t, double x1, double y1, double x2, double y2) {
if (t <= 0.0) return 0.0;
if (t >= 1.0) return 1.0;
double u = t;
for (int i = 0; i < 8; i++) {
double u2 = u * u;
double u3 = u2 * u;
double om_u = 1.0 - u;
double om_u2 = om_u * om_u;
double current_x = 3.0 * om_u2 * u * x1 + 3.0 * om_u * u2 * x2 + u3;
double dx = 3.0 * om_u2 * x1 + 6.0 * om_u * u * (x2 - x1) + 3.0 * u2 * (1.0 - x2);
double diff = current_x - t;
if (std::abs(diff) < 1e-6) break;
if (std::abs(dx) < 1e-6) break;
u -= diff / dx;
if (u < 0.0) u = 0.0;
if (u > 1.0) u = 1.0;
}
double om_u = 1.0 - u;
return 3.0 * om_u * om_u * u * y1 + 3.0 * om_u * u * u * y2 + u * u * u;
}
BL_MOTION_EXPORT double bl_motion_spring_evaluate(double t, double stiffness, double damping, double mass, double v0) {
if (t <= 0.0) return 0.0;
if (mass <= 0.0) mass = 1.0;
double omega0 = std::sqrt(stiffness / mass);
double zeta = damping / (2.0 * std::sqrt(stiffness * mass));
if (zeta < 1.0) {
// Underdamped
double omega_d = omega0 * std::sqrt(1.0 - zeta * zeta);
double alpha = zeta * omega0;
double c1 = 1.0;
double c2 = (omega_d > 0.0) ? (v0 + alpha * c1) / omega_d : 0.0;
double decay = std::exp(-alpha * t);
double osc = c1 * std::cos(omega_d * t) + c2 * std::sin(omega_d * t);
return 1.0 - decay * osc;
} else if (std::abs(zeta - 1.0) < 1e-5) {
// Critically damped
double alpha = omega0;
double c1 = 1.0;
double c2 = v0 + alpha * c1;
return 1.0 - (c1 + c2 * t) * std::exp(-alpha * t);
} else {
// Overdamped
double alpha = zeta * omega0;
double beta = omega0 * std::sqrt(zeta * zeta - 1.0);
double r1 = -alpha + beta;
double r2 = -alpha - beta;
double c2 = (v0 - r1) / (r2 - r1);
double c1 = 1.0 - c2;
return 1.0 - (c1 * std::exp(r1 * t) + c2 * std::exp(r2 * t));
}
}
// ============================================================================
// 2. Native C++ Particle Simulation Engine (SIMD / Zero Python Overhead)
// ============================================================================
struct BLMotionParticle {
double x, y;
double vx, vy;
double life, max_life;
double size, start_size, end_size;
uint32_t start_color, end_color;
double rotation, angular_velocity;
};
struct BLMotionForce {
int type; // 0 = gravity, 1 = drag, 2 = attractor
double param1, param2, param3;
};
struct BLMotionParticleSystem {
size_t max_particles;
std::vector<BLMotionParticle> particles;
std::vector<BLMotionForce> forces;
};
BL_MOTION_EXPORT void* bl_motion_ps_create(size_t max_particles) {
auto ps = new BLMotionParticleSystem();
ps->max_particles = max_particles > 0 ? max_particles : 10000;
ps->particles.reserve(std::min(ps->max_particles, (size_t)10000));
return (void*)ps;
}
BL_MOTION_EXPORT void bl_motion_ps_destroy(void* ps_ptr) {
if (ps_ptr) {
delete (BLMotionParticleSystem*)ps_ptr;
}
}
BL_MOTION_EXPORT void bl_motion_ps_clear(void* ps_ptr) {
if (ps_ptr) {
auto ps = (BLMotionParticleSystem*)ps_ptr;
ps->particles.clear();
ps->forces.clear();
}
}
BL_MOTION_EXPORT void bl_motion_ps_add_gravity(void* ps_ptr, double gx, double gy) {
if (ps_ptr) {
auto ps = (BLMotionParticleSystem*)ps_ptr;
ps->forces.push_back({0, gx, gy, 0.0});
}
}
BL_MOTION_EXPORT void bl_motion_ps_add_drag(void* ps_ptr, double drag) {
if (ps_ptr) {
auto ps = (BLMotionParticleSystem*)ps_ptr;
ps->forces.push_back({1, drag, 0.0, 0.0});
}
}
BL_MOTION_EXPORT void bl_motion_ps_add_attractor(void* ps_ptr, double x, double y, double strength) {
if (ps_ptr) {
auto ps = (BLMotionParticleSystem*)ps_ptr;
ps->forces.push_back({2, x, y, strength});
}
}
static inline double _rand_range(double min_val, double max_val) {
double f = (double)rand() / (double)RAND_MAX;
return min_val + f * (max_val - min_val);
}
BL_MOTION_EXPORT void bl_motion_ps_emit(
void* ps_ptr,
size_t count,
double x, double y,
double min_speed, double max_speed,
double min_angle, double max_angle,
double min_life, double max_life,
double start_size, double end_size,
uint32_t start_color, uint32_t end_color
) {
if (!ps_ptr) return;
auto ps = (BLMotionParticleSystem*)ps_ptr;
for (size_t i = 0; i < count; i++) {
if (ps->particles.size() >= ps->max_particles) break;
double speed = _rand_range(min_speed, max_speed);
double angle = _rand_range(min_angle, max_angle);
double life = _rand_range(min_life, max_life);
BLMotionParticle p;
p.x = x;
p.y = y;
p.vx = std::cos(angle) * speed;
p.vy = std::sin(angle) * speed;
p.life = life;
p.max_life = life;
p.size = start_size;
p.start_size = start_size;
p.end_size = end_size;
p.start_color = start_color;
p.end_color = end_color;
p.rotation = 0.0;
p.angular_velocity = _rand_range(-5.0, 5.0);
ps->particles.push_back(p);
}
}
BL_MOTION_EXPORT void bl_motion_ps_update(void* ps_ptr, double dt) {
if (!ps_ptr || dt <= 0.0) return;
auto ps = (BLMotionParticleSystem*)ps_ptr;
size_t alive_count = 0;
size_t n = ps->particles.size();
for (size_t i = 0; i < n; i++) {
BLMotionParticle& p = ps->particles[i];
p.life -= dt;
if (p.life <= 0.0) continue;
// Apply forces
for (const auto& f : ps->forces) {
if (f.type == 0) { // Gravity
p.vx += f.param1 * dt;
p.vy += f.param2 * dt;
} else if (f.type == 1) { // Drag
double factor = std::max(0.0, 1.0 - f.param1 * dt);
p.vx *= factor;
p.vy *= factor;
} else if (f.type == 2) { // Attractor
double dx = f.param1 - p.x;
double dy = f.param2 - p.y;
double dist_sq = dx * dx + dy * dy + 100.0;
double dist = std::sqrt(dist_sq);
double accel = (f.param3 / dist_sq) * dt;
p.vx += (dx / dist) * accel;
p.vy += (dy / dist) * accel;
}
}
p.x += p.vx * dt;
p.y += p.vy * dt;
p.rotation += p.angular_velocity * dt;
double prog = 1.0 - (p.life / p.max_life);
p.size = p.start_size + (p.end_size - p.start_size) * prog;
if (i != alive_count) {
ps->particles[alive_count] = p;
}
alive_count++;
}
ps->particles.resize(alive_count);
}
static inline uint32_t _lerp_rgba32(uint32_t c1, uint32_t c2, double t) {
uint32_t a1 = (c1 >> 24) & 0xFF;
uint32_t r1 = (c1 >> 16) & 0xFF;
uint32_t g1 = (c1 >> 8) & 0xFF;
uint32_t b1 = c1 & 0xFF;
uint32_t a2 = (c2 >> 24) & 0xFF;
uint32_t r2 = (c2 >> 16) & 0xFF;
uint32_t g2 = (c2 >> 8) & 0xFF;
uint32_t b2 = c2 & 0xFF;
uint32_t a = (uint32_t)((double)a1 + ((double)a2 - (double)a1) * t);
uint32_t r = (uint32_t)((double)r1 + ((double)r2 - (double)r1) * t);
uint32_t g = (uint32_t)((double)g1 + ((double)g2 - (double)g1) * t);
uint32_t b = (uint32_t)((double)b1 + ((double)b2 - (double)b1) * t);
return ((a & 0xFF) << 24) | ((r & 0xFF) << 16) | ((g & 0xFF) << 8) | (b & 0xFF);
}
BL_MOTION_EXPORT void bl_motion_ps_render(void* ps_ptr, BLContextCore* ctx) {
if (!ps_ptr || !ctx) return;
auto ps = (BLMotionParticleSystem*)ps_ptr;
for (const auto& p : ps->particles) {
if (p.size <= 0.2) continue;
double prog = 1.0 - (p.life / p.max_life);
uint32_t color = _lerp_rgba32(p.start_color, p.end_color, prog);
BLCircle circle;
circle.cx = p.x;
circle.cy = p.y;
circle.r = p.size;
bl_context_fill_geometry_rgba32(ctx, 4 /* BL_GEOMETRY_TYPE_CIRCLE */, &circle, color);
}
}
BL_MOTION_EXPORT size_t bl_motion_ps_get_count(void* ps_ptr) {
if (!ps_ptr) return 0;
return ((BLMotionParticleSystem*)ps_ptr)->particles.size();
}
// ============================================================================
// 3. Native C++ Path Line Trimming (De Casteljau Arc Length)
// ============================================================================
struct Point2D {
double x, y;
};
BL_MOTION_EXPORT int bl_motion_trim_path(BLPathCore* src, BLPathCore* dst, double start, double end, double offset) {
if (!src || !dst) return -1;
size_t vtx_count = bl_path_get_size(src);
if (vtx_count == 0) return 0;
const BLPoint* vtx_data = bl_path_get_vertex_data(src);
std::vector<Point2D> pts;
pts.reserve(vtx_count);
for (size_t i = 0; i < vtx_count; i++) {
double x = vtx_data[i].x;
double y = vtx_data[i].y;
if (!std::isnan(x) && !std::isnan(y) && !std::isinf(x) && !std::isinf(y)) {
pts.push_back({x, y});
}
}
if (pts.size() < 2) return 0;
// Total length
std::vector<double> lengths;
lengths.reserve(pts.size());
lengths.push_back(0.0);
double total_len = 0.0;
for (size_t i = 1; i < pts.size(); i++) {
double dx = pts[i].x - pts[i-1].x;
double dy = pts[i].y - pts[i-1].y;
total_len += std::hypot(dx, dy);
lengths.push_back(total_len);
}
if (total_len <= 1e-6) return 0;
double s = std::fmod(start + offset, 1.0);
if (s < 0.0) s += 1.0;
double e = std::fmod(end + offset, 1.0);
if (e < 0.0) e += 1.0;
if (std::abs(start - end) >= 1.0) {
bl_path_add_path(dst, src, nullptr);
return 0;
}
if (s > e) {
// Two segments [s, 1.0] and [0.0, e]
double t0_a = s * total_len, t1_a = total_len;
double t0_b = 0.0, t1_b = e * total_len;
auto extract_seg = [&](double target_start, double target_end) {
bool started = false;
for (size_t i = 1; i < pts.size(); i++) {
double l0 = lengths[i-1];
double l1 = lengths[i];
if (l1 < target_start || l0 > target_end) continue;
double seg_len = l1 - l0;
double f0 = (seg_len > 0.0 && target_start > l0) ? (target_start - l0) / seg_len : 0.0;
double f1 = (seg_len > 0.0 && target_end < l1) ? (target_end - l0) / seg_len : 1.0;
f0 = std::max(0.0, std::min(1.0, f0));
f1 = std::max(0.0, std::min(1.0, f1));
double x_start = pts[i-1].x + (pts[i].x - pts[i-1].x) * f0;
double y_start = pts[i-1].y + (pts[i].y - pts[i-1].y) * f0;
double x_end = pts[i-1].x + (pts[i].x - pts[i-1].x) * f1;
double y_end = pts[i-1].y + (pts[i].y - pts[i-1].y) * f1;
if (!started) {
bl_path_move_to(dst, x_start, y_start);
started = true;
}
bl_path_line_to(dst, x_end, y_end);
}
};
extract_seg(t0_a, t1_a);
extract_seg(t0_b, t1_b);
return 0;
}
double target_start = s * total_len;
double target_end = e * total_len;
bool started = false;
for (size_t i = 1; i < pts.size(); i++) {
double l0 = lengths[i-1];
double l1 = lengths[i];
if (l1 < target_start || l0 > target_end) continue;
double seg_len = l1 - l0;
double f0 = (seg_len > 0.0 && target_start > l0) ? (target_start - l0) / seg_len : 0.0;
double f1 = (seg_len > 0.0 && target_end < l1) ? (target_end - l0) / seg_len : 1.0;
f0 = std::max(0.0, std::min(1.0, f0));
f1 = std::max(0.0, std::min(1.0, f1));
double x_start = pts[i-1].x + (pts[i].x - pts[i-1].x) * f0;
double y_start = pts[i-1].y + (pts[i].y - pts[i-1].y) * f0;
double x_end = pts[i-1].x + (pts[i].x - pts[i-1].x) * f1;
double y_end = pts[i-1].y + (pts[i].y - pts[i-1].y) * f1;
if (!started) {
bl_path_move_to(dst, x_start, y_start);
started = true;
}
bl_path_line_to(dst, x_end, y_end);
}
return 0;
}
// ============================================================================
// 4. Native C++ Chaikin's Corner Smoothing Algorithm
// ============================================================================
BL_MOTION_EXPORT int nm_motion_chaikin_smooth(
const double* in_pts, size_t in_count,
double* out_pts, size_t* out_count,
int iterations, double ratio, int closed
) {
if (!in_pts || in_count < 2 || !out_pts || !out_count) return -1;
std::vector<std::pair<double, double>> current(in_count);
for (size_t i = 0; i < in_count; i++) {
current[i] = {in_pts[i * 2], in_pts[i * 2 + 1]};
}
double r = std::max(0.01, std::min(0.49, ratio));
double inv_r = 1.0 - r;
for (int it = 0; it < iterations; it++) {
std::vector<std::pair<double, double>> next;
size_t n = current.size();
if (!closed) {
next.push_back(current[0]);
for (size_t i = 0; i < n - 1; i++) {
auto p0 = current[i];
auto p1 = current[i + 1];
next.push_back({inv_r * p0.first + r * p1.first, inv_r * p0.second + r * p1.second});
next.push_back({r * p0.first + inv_r * p1.first, r * p0.second + inv_r * p1.second});
}
next.push_back(current[n - 1]);
} else {
for (size_t i = 0; i < n; i++) {
auto p0 = current[i];
auto p1 = current[(i + 1) % n];
next.push_back({inv_r * p0.first + r * p1.first, inv_r * p0.second + r * p1.second});
next.push_back({r * p0.first + inv_r * p1.first, r * p0.second + inv_r * p1.second});
}
}
current = std::move(next);
}
*out_count = current.size();
for (size_t i = 0; i < current.size(); i++) {
out_pts[i * 2] = current[i].first;
out_pts[i * 2 + 1] = current[i].second;
}
return 0;
}
// ============================================================================
// 5. Native C++ Interpolation & Range Remapping
// ============================================================================
BL_MOTION_EXPORT double nm_motion_interpolate(
double value,
const double* in_range, const double* out_range, size_t count,
int extrapolate_left, int extrapolate_right
) {
if (!in_range || !out_range || count < 2) return value;
if (value < in_range[0]) {
if (extrapolate_left == 0) return out_range[0];
if (extrapolate_left == 2) return value;
double dx = in_range[1] - in_range[0];
if (dx == 0.0) return out_range[0];
return out_range[0] + ((value - in_range[0]) / dx) * (out_range[1] - out_range[0]);
}
if (value > in_range[count - 1]) {
if (extrapolate_right == 0) return out_range[count - 1];
if (extrapolate_right == 2) return value;
double dx = in_range[count - 1] - in_range[count - 2];
if (dx == 0.0) return out_range[count - 1];
return out_range[count - 1] + ((value - in_range[count - 1]) / dx) * (out_range[count - 1] - out_range[count - 2]);
}
size_t seg = 0;
for (size_t i = 0; i < count - 1; i++) {
if (value >= in_range[i] && value <= in_range[i + 1]) {
seg = i;
break;
}
}
double dx = in_range[seg + 1] - in_range[seg];
if (dx == 0.0) return out_range[seg];
double t = (value - in_range[seg]) / dx;
return out_range[seg] + t * (out_range[seg + 1] - out_range[seg]);
}
} // extern "C"
|