godot/thirdparty/thorvg/src/common/tvgMath.cpp

/*
 * 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)
{}