fake 3d
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@@ -1,5 +1,5 @@
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// single point rotation
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rotate :: (p: *Vec2s64, center: Vec2s64, angle: s64) {
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rotate :: (angle: s64, center: Vec2s64, p: *Vec2s64) {
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rad := cast(float64)angle * (PI / 180.0);
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// translate to center
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@@ -16,18 +16,18 @@ rotate :: (p: *Vec2s64, center: Vec2s64, angle: s64) {
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}
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// rotate n points
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rotate :: (pn: ..*Vec2s64, center: Vec2s64, angle: s64) {
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rotate :: (angle: s64, center: Vec2s64, pn: ..*Vec2s64) {
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for pn {
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rotate(it, center, angle);
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rotate(angle, center, it);
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}
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}
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// rotate 3 points via triangle struct
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rotate :: (t: *Triangle, center: Vec2s64, angle: s64) {
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rotate(*t.p1, *t.p2, *t.p3, center = center, angle = angle);
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rotate :: (angle: s64, center: Vec2s64, t: *Triangle) {
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rotate(angle, center, *t.p1, *t.p2, *t.p3);
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}
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// rotate 4 points via quad struct
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rotate :: (q: *Quad, center: Vec2s64, angle: s64) {
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rotate(*q.p1, *q.p2, *q.p3, *q.p4, center = center, angle = angle);
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rotate :: (angle: s64, center: Vec2s64, q: *Quad) {
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rotate(angle, center, *q.p1, *q.p2, *q.p3, *q.p4);
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}
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