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#ifndef TRANSFORM_H
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#define TRANSFORM_H
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2023-05-24 20:45:50 -05:00
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#include "HandmadeMath.h"
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typedef struct {
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HMM_Vec3 pos;
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HMM_Vec3 scale;
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HMM_Quat rotation;
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} transform3d;
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typedef struct {
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HMM_Vec2 pos;
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HMM_Vec2 scale;
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float angle;
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} transform2d;
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extern const transform2d t2d_unit;
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2023-12-04 13:38:37 -06:00
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#define VEC2_FMT "[%g,%g]"
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#define VEC2_MEMS(s) (s).x, (s).y
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HMM_Vec3 trans_forward(const transform3d *const trans);
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HMM_Vec3 trans_back(const transform3d *trans);
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HMM_Vec3 trans_up(const transform3d *trans);
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HMM_Vec3 trans_down(const transform3d *trans);
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HMM_Vec3 trans_right(const transform3d *trans);
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HMM_Vec3 trans_left(const transform3d *trans);
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/* Transform a position via the matrix */
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HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos);
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/* Transform a direction via the matrix - does not take into account translation of matrix */
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HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir);
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HMM_Vec2 mat_up(HMM_Mat3 m);
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HMM_Vec2 mat_right(HMM_Mat3 m);
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float vec_angle(HMM_Vec2 a, HMM_Vec2 b);
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float vec_dirangle(HMM_Vec2 a, HMM_Vec2 b);
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HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos);
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HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir);
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HMM_Mat3 transform2d2mat(transform2d t);
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transform2d mat2transform2d(HMM_Mat3 m);
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HMM_Mat4 transform3d2mat(transform3d t);
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transform3d mat2transform3d(HMM_Mat4 m);
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#endif
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