prosperon/source/engine/transform.h

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#ifndef TRANSFORM_H
#define TRANSFORM_H
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#include "HandmadeMath.h"
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typedef struct transform3d {
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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 {
HMM_Vec2 pos;
HMM_Vec2 scale;
float angle;
} transform2d;
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extern const transform2d t2d_unit;
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#define VEC2_FMT "[%g,%g]"
#define VEC2_MEMS(s) (s).x, (s).y
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HMM_Vec3 trans_forward(const transform3d *const trans);
HMM_Vec3 trans_back(const transform3d *trans);
HMM_Vec3 trans_up(const transform3d *trans);
HMM_Vec3 trans_down(const transform3d *trans);
HMM_Vec3 trans_right(const transform3d *trans);
HMM_Vec3 trans_left(const transform3d *trans);
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/* Transform a position via the matrix */
HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos);
/* Transform a direction via the matrix - does not take into account translation of matrix */
HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir);
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HMM_Vec2 mat_up(HMM_Mat3 m);
HMM_Vec2 mat_right(HMM_Mat3 m);
float vec_angle(HMM_Vec2 a, HMM_Vec2 b);
float vec_dirangle(HMM_Vec2 a, HMM_Vec2 b);
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HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos);
HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir);
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