/* * Copyright (c) 2021 - 2024 the ThorVG project. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include "tvgMath.h" //see: https://en.wikipedia.org/wiki/Remez_algorithm float mathAtan2(float y, float x) { … } bool mathInverse(const Matrix* m, Matrix* out) { … } bool mathIdentity(const Matrix* m) { … } void mathRotate(Matrix* m, float degree) { … } Matrix operator*(const Matrix& lhs, const Matrix& rhs) { … } bool operator==(const Matrix& lhs, const Matrix& rhs) { … } void operator*=(Point& pt, const Matrix& m) { … } Point operator*(const Point& pt, const Matrix& m) { … } uint8_t mathLerp(const uint8_t &start, const uint8_t &end, float t) { … }