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2d: add rotate2d and its friends
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@@ -172,4 +172,85 @@ glm_scale2d_uni(mat3 m, float s) {
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m[1][2] = m[1][2] * s;
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}
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/*!
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* @brief creates NEW rotation matrix by angle and axis
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*
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* axis will be normalized so you don't need to normalize it
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*
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* @param[out] m affine transfrom
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* @param[in] angle angle (radians)
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*/
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CGLM_INLINE
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void
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glm_rotate2d_make(mat3 m, float angle) {
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float c, s;
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s = sinf(angle);
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c = cosf(angle);
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m[0][0] = m[0][0] * c + m[1][0] * s;
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m[0][1] = m[0][1] * c + m[1][1] * s;
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m[0][2] = m[0][2] * c + m[1][2] * s;
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m[1][0] = m[0][0] * -s + m[1][0] * c;
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m[1][1] = m[0][1] * -s + m[1][1] * c;
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m[1][2] = m[0][2] * -s + m[1][2] * c;
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m[2][0] = 0.0f;
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m[2][1] = 0.0f;
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m[2][2] = 1.0f;
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}
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/*!
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* @brief rotate existing 2d transform matrix around given axis by angle
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*
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* @param[in, out] m affine transfrom
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* @param[in] angle angle (radians)
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*/
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CGLM_INLINE
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void
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glm_rotate2d(mat3 m, float angle) {
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float c, s;
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s = sinf(angle);
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c = cosf(angle);
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m[0][0] = m[0][0] * c + m[1][0] * s;
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m[0][1] = m[0][1] * c + m[1][1] * s;
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m[0][2] = m[0][2] * c + m[1][2] * s;
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m[1][0] = m[0][0] * -s + m[1][0] * c;
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m[1][1] = m[0][1] * -s + m[1][1] * c;
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m[1][2] = m[0][2] * -s + m[1][2] * c;
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}
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/*!
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* @brief rotate existing 2d transform matrix around given axis by angle
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* and store result in dest
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*
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* @param[in] m affine transfrom
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* @param[in] angle angle (radians)
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* @param[out] dest destination
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*/
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CGLM_INLINE
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void
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glm_rotate2d_to(mat3 m, float angle, mat3 dest) {
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float c, s;
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s = sinf(angle);
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c = cosf(angle);
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dest[0][0] = m[0][0] * c + m[1][0] * s;
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dest[0][1] = m[0][1] * c + m[1][1] * s;
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dest[0][2] = m[0][2] * c + m[1][2] * s;
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dest[1][0] = m[0][0] * -s + m[1][0] * c;
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dest[1][1] = m[0][1] * -s + m[1][1] * c;
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dest[1][2] = m[0][2] * -s + m[1][2] * c;
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dest[2][0] = m[0][0];
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dest[2][1] = m[0][1];
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dest[2][2] = m[0][2];
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}
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#endif /* cglm_affine2d_h */
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@@ -49,6 +49,18 @@ CGLM_EXPORT
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void
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glmc_scale2d_uni(mat3 m, float s);
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CGLM_EXPORT
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void
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glmc_rotate2d_make(mat3 m, float angle);
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CGLM_EXPORT
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void
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glmc_rotate2d(mat3 m, float angle);
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CGLM_EXPORT
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void
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glmc_rotate2d_to(mat3 m, float angle, mat3 dest);
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#ifdef __cplusplus
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}
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#endif
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@@ -61,3 +61,21 @@ void
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glmc_scale2d_uni(mat3 m, float s) {
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glm_scale2d_uni(m, s);
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}
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CGLM_EXPORT
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void
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glmc_rotate2d_make(mat3 m, float angle) {
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glm_rotate2d_make(m, angle);
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}
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CGLM_EXPORT
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void
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glmc_rotate2d(mat3 m, float angle) {
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glm_rotate2d(m, angle);
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}
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CGLM_EXPORT
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void
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glmc_rotate2d_to(mat3 m, float angle, mat3 dest) {
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glm_rotate2d_to(m, angle, dest);
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}
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