#ifndef _TVG_MATH_H_
#define _TVG_MATH_H_
#define _USE_MATH_DEFINES
#include <float.h>
#include <math.h>
#include "tvgCommon.h"
#define MATH_PI …
#define MATH_PI2 …
#define FLOAT_EPSILON …
#define PATH_KAPPA …
#define mathMin(x, y) …
#define mathMax(x, y) …
float mathAtan2(float y, float x);
static inline float mathDeg2Rad(float degree)
{ … }
static inline float mathRad2Deg(float radian)
{ … }
static inline bool mathZero(float a)
{ … }
static inline bool mathEqual(float a, float b)
{ … }
void mathRotate(Matrix* m, float degree);
bool mathInverse(const Matrix* m, Matrix* out);
bool mathIdentity(const Matrix* m);
Matrix operator*(const Matrix& lhs, const Matrix& rhs);
bool operator==(const Matrix& lhs, const Matrix& rhs);
static inline bool mathRightAngle(const Matrix& m)
{ … }
static inline bool mathSkewed(const Matrix& m)
{ … }
static inline void mathIdentity(Matrix* m)
{ … }
static inline void mathScale(Matrix* m, float sx, float sy)
{ … }
static inline void mathScaleR(Matrix* m, float x, float y)
{ … }
static inline void mathTranslate(Matrix* m, float x, float y)
{ … }
static inline void mathTranslateR(Matrix* m, float x, float y)
{ … }
static inline bool operator!=(const Matrix& lhs, const Matrix& rhs)
{ … }
static inline void operator*=(Matrix& lhs, const Matrix& rhs)
{ … }
static inline void mathLog(const Matrix& m)
{ … }
void operator*=(Point& pt, const Matrix& m);
Point operator*(const Point& pt, const Matrix& m);
static inline bool mathZero(const Point& p)
{ … }
static inline float mathLength(const Point* a, const Point* b)
{ … }
static inline float mathLength(const Point& a)
{ … }
static inline bool operator==(const Point& lhs, const Point& rhs)
{ … }
static inline bool operator!=(const Point& lhs, const Point& rhs)
{ … }
static inline Point operator-(const Point& lhs, const Point& rhs)
{ … }
static inline Point operator+(const Point& lhs, const Point& rhs)
{ … }
static inline Point operator*(const Point& lhs, float rhs)
{ … }
static inline Point operator*(const float& lhs, const Point& rhs)
{ … }
static inline Point operator/(const Point& lhs, const float rhs)
{ … }
static inline Point mathNormal(const Point& p1, const Point& p2)
{ … }
static inline void mathLog(const Point& pt)
{ … }
template <typename T>
static inline T mathLerp(const T &start, const T &end, float t)
{ … }
uint8_t mathLerp(const uint8_t &start, const uint8_t &end, float t);
#endif