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console3d/modules/Console_Render/transform.jai

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// for n points
translate :: (amount: Vec2s64, pn: ..*Vec2s64) {
for pn {
it.x += amount.x;
it.y += amount.y;
}
}
// for a triangle
translate :: (amount: Vec2s64, t: *Triangle) {
translate(amount, *t.p1, *t.p2, *t.p3);
}
// for a quad
translate :: (amount: Vec2s64, q: *Quad) {
translate(amount, *q.p1, *q.p2, *q.p3, *q.p4);
}
// single point rotation
rotate :: (angle: s64, center: Vec2s64, p: *Vec2s64) {
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 :: (angle: s64, center: Vec2s64, pn: ..*Vec2s64) {
for pn {
rotate(angle, center, it);
}
}
// rotate 3 points via triangle struct
rotate :: (angle: s64, center: Vec2s64, t: *Triangle) {
rotate(angle, center, *t.p1, *t.p2, *t.p3);
}
// rotate 4 points via quad struct
rotate :: (angle: s64, center: Vec2s64, q: *Quad) {
rotate(angle, center, *q.p1, *q.p2, *q.p3, *q.p4);
}
scale :: (factor: Vector2, pn: ..*Vec2s64) {
for pn {
it.x = cast(s64)(it.x * factor.x);
it.y = cast(s64)(it.y * factor.y);
}
}
scale :: (factor: Vector2, t: *Triangle) {
scale(factor, *t.p1, *t.p2, *t.p3);
}
scale :: (factor: Vector2, q: *Quad) {
scale(factor, *q.p1, *q.p2, *q.p3, *q.p4);
}