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Refactoring
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@@ -35,7 +35,7 @@ float interpolate(float value, float to, float amount);
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Vector1D interpolate(
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Vector1D const &from,
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Vector1D const &to,
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double amount
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float amount
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);
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struct __attribute__((packed)) Vector2D {
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@@ -100,23 +100,23 @@ struct __attribute__((packed)) Vector2D {
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Vector2D pointOnPath(Vector2D const &to, Vector2D const &outTangent, Vector2D const &inTangent, double amount) const;
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Vector2D interpolate(Vector2D const &to, double amount) const;
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Vector2D interpolate(Vector2D const &to, float amount) const;
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Vector2D interpolate(
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Vector2D const &to,
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Vector2D const &outTangent,
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Vector2D const &inTangent,
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double amount,
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float amount,
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int maxIterations = 3,
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int samples = 20,
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double accuracy = 1.0
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float accuracy = 1.0
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) const;
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};
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Vector2D interpolate(
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Vector2D const &from,
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Vector2D const &to,
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double amount
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float amount
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);
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struct Vector3D {
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@@ -137,7 +137,7 @@ struct Vector3D {
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Vector3D interpolate(
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Vector3D const &from,
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Vector3D const &to,
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double amount
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float amount
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);
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inline double degreesToRadians(double value) {
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@@ -154,7 +154,7 @@ float interpolate(float value, float to, float amount) {
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Vector1D interpolate(
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Vector1D const &from,
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Vector1D const &to,
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double amount
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float amount
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) {
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return Vector1D(interpolate(from.value, to.value, amount));
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}
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@@ -162,7 +162,7 @@ Vector1D interpolate(
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Vector2D interpolate(
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Vector2D const &from,
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Vector2D const &to,
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double amount
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float amount
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) {
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return Vector2D(interpolate(from.x, to.x, amount), interpolate(from.y, to.y, amount));
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}
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@@ -171,7 +171,7 @@ Vector2D interpolate(
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Vector3D interpolate(
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Vector3D const &from,
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Vector3D const &to,
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double amount
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float amount
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) {
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return Vector3D(interpolate(from.x, to.x, amount), interpolate(from.y, to.y, amount), interpolate(from.z, to.z, amount));
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}
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@@ -289,7 +289,7 @@ struct InterpolationPoint2D {
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};
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namespace {
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double interpolateDouble(double value, double to, double amount) {
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double interpolateFloat(float value, float to, float amount) {
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return value + ((to - value) * amount);
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}
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}
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@@ -304,10 +304,10 @@ Vector2D Vector2D::pointOnPath(Vector2D const &to, Vector2D const &outTangent, V
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return f;
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}
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Vector2D Vector2D::interpolate(Vector2D const &to, double amount) const {
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Vector2D Vector2D::interpolate(Vector2D const &to, float amount) const {
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return Vector2D(
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interpolateDouble(x, to.x, amount),
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interpolateDouble(y, to.y, amount)
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interpolateFloat(x, to.x, amount),
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interpolateFloat(y, to.y, amount)
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);
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}
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@@ -315,10 +315,10 @@ Vector2D Vector2D::interpolate(
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Vector2D const &to,
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Vector2D const &outTangent,
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Vector2D const &inTangent,
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double amount,
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float amount,
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int maxIterations,
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int samples,
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double accuracy
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float accuracy
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) const {
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if (amount == 0.0) {
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return *this;
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