#include "util.h" float bezierInterpolate(float dist, float c0, float c1, float c2, float c3) { float distp = 1 - dist; return (distp*distp*distp) * c0 + 3 * (distp*distp) * dist * c1 + 3 * (dist*dist) * distp * c2 + (dist*dist*dist) * c3; } QPointF bezierInterpolateFull (float dist, QPointF c0, QPointF c1, QPointF c2, QPointF c3) { return QPointF(bezierInterpolate (dist, c0.x(), c1.x(), c2.x(), c3.x()), bezierInterpolate (dist, c0.y(), c1.y(), c2.y(), c3.y())); } float roundToNearest(float stepSize, float val) { if (stepSize==0.0f) return val; else return round(val/stepSize)*stepSize; } float radiansToDegrees (float radians) { return (radians * 180.0f) / M_PI; } float degreesToRadians(float degrees) { return (degrees * M_PI) / 180.0f; } int normaliseAngleDeg (int degrees) { while (degrees > 180) { degrees -= 360; } while (degrees <= -180) { degrees += 360; } return degrees; } float normaliseAngleRad (float rads) { while (rads > M_PI) { rads -= 2 * M_PI; } while (rads <= -M_PI) { rads += 2 * M_PI; } return rads; }