// single point rotation rotate :: (p: *Vec2s64, center: Vec2s64, angle: s64) { rad := cast(float64)angle * (PI / 180.0); // translate to center tx := p.x - center.x; ty := p.y - center.y; // apply rotation rx := cast(s64)(tx * cos(rad) - ty * sin(rad)); ry := cast(s64)(tx * sin(rad) + ty * cos(rad)); // translate back p.x = rx + center.x; p.y = ry + center.y; } // rotate n points rotate :: (pn: ..*Vec2s64, center: Vec2s64, angle: s64) { for pn { rotate(it, center, angle); } } // rotate 3 points via triangle struct rotate :: (t: *Triangle, center: Vec2s64, angle: s64) { rotate(*t.p1, *t.p2, *t.p3, center = center, angle = angle); } // rotate 4 points via quad struct rotate :: (q: *Quad, center: Vec2s64, angle: s64) { rotate(*q.p1, *q.p2, *q.p3, *q.p4, center = center, angle = angle); }