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Synchronize most shared variant code with Godot 4.4
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@@ -537,6 +537,26 @@ inline float bezier_interpolate(float p_start, float p_control_1, float p_contro
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return p_start * omt3 + p_control_1 * omt2 * p_t * 3.0f + p_control_2 * omt * t2 * 3.0f + p_end * t3;
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}
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inline double bezier_derivative(double p_start, double p_control_1, double p_control_2, double p_end, double p_t) {
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/* Formula from Wikipedia article on Bezier curves. */
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double omt = (1.0 - p_t);
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double omt2 = omt * omt;
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double t2 = p_t * p_t;
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double d = (p_control_1 - p_start) * 3.0 * omt2 + (p_control_2 - p_control_1) * 6.0 * omt * p_t + (p_end - p_control_2) * 3.0 * t2;
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return d;
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}
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inline float bezier_derivative(float p_start, float p_control_1, float p_control_2, float p_end, float p_t) {
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/* Formula from Wikipedia article on Bezier curves. */
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float omt = (1.0f - p_t);
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float omt2 = omt * omt;
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float t2 = p_t * p_t;
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float d = (p_control_1 - p_start) * 3.0f * omt2 + (p_control_2 - p_control_1) * 6.0f * omt * p_t + (p_end - p_control_2) * 3.0f * t2;
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return d;
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}
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template <typename T>
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inline T clamp(T x, T minv, T maxv) {
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if (x < minv) {
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