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include/cglm/affine2d.h
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268
include/cglm/affine2d.h
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/*
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* Copyright (c), Recep Aslantas.
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*
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* MIT License (MIT), http://opensource.org/licenses/MIT
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* Full license can be found in the LICENSE file
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*/
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/*
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Functions:
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CGLM_INLINE void glm_translate2d(mat3 m, vec2 v)
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CGLM_INLINE void glm_translate2d_to(mat3 m, vec2 v, mat3 dest)
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CGLM_INLINE void glm_translate2d_x(mat3 m, float x)
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CGLM_INLINE void glm_translate2d_y(mat3 m, float y)
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CGLM_INLINE void glm_translate2d_make(mat3 m, vec2 v)
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CGLM_INLINE void glm_scale2d_to(mat3 m, vec2 v, mat3 dest)
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CGLM_INLINE void glm_scale2d_make(mat3 m, vec2 v)
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CGLM_INLINE void glm_scale2d(mat3 m, vec2 v)
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CGLM_INLINE void glm_scale2d_uni(mat3 m, float s)
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CGLM_INLINE void glm_rotate2d_make(mat3 m, float angle)
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CGLM_INLINE void glm_rotate2d(mat3 m, float angle)
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CGLM_INLINE void glm_rotate2d_to(mat3 m, float angle, mat3 dest)
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*/
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#ifndef cglm_affine2d_h
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#define cglm_affine2d_h
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#include "common.h"
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#include "util.h"
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#include "vec2.h"
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#include "mat3.h"
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/*!
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* @brief translate existing 2d transform matrix by v vector
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* and stores result in same matrix
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*
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* @param[in, out] m affine transfrom
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* @param[in] v translate vector [x, y]
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*/
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CGLM_INLINE
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void
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glm_translate2d(mat3 m, vec2 v) {
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m[2][0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0];
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m[2][1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1];
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m[2][2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2];
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}
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/*!
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* @brief translate existing 2d transform matrix by v vector
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* and store result in dest
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*
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* source matrix will remain same
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*
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* @param[in] m affine transfrom
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* @param[in] v translate vector [x, y]
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* @param[out] dest translated matrix
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*/
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CGLM_INLINE
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void
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glm_translate2d_to(mat3 m, vec2 v, mat3 dest) {
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glm_mat3_copy(m, dest);
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glm_translate2d(dest, v);
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}
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/*!
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* @brief translate existing 2d transform matrix by x factor
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*
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* @param[in, out] m affine transfrom
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* @param[in] x x factor
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*/
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CGLM_INLINE
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void
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glm_translate2d_x(mat3 m, float x) {
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m[2][0] = m[0][0] * x + m[2][0];
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m[2][1] = m[0][1] * x + m[2][1];
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m[2][2] = m[0][2] * x + m[2][2];
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}
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/*!
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* @brief translate existing 2d transform matrix by y factor
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*
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* @param[in, out] m affine transfrom
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* @param[in] y y factor
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*/
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CGLM_INLINE
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void
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glm_translate2d_y(mat3 m, float y) {
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m[2][0] = m[1][0] * y + m[2][0];
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m[2][1] = m[1][1] * y + m[2][1];
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m[2][2] = m[1][2] * y + m[2][2];
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}
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/*!
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* @brief creates NEW translate 2d transform matrix by v vector
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*
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* @param[out] m affine transfrom
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* @param[in] v translate vector [x, y]
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*/
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CGLM_INLINE
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void
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glm_translate2d_make(mat3 m, vec2 v) {
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glm_mat3_identity(m);
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m[2][0] = v[0];
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m[2][1] = v[1];
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}
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/*!
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* @brief scale existing 2d transform matrix by v vector
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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] v scale vector [x, y]
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* @param[out] dest scaled matrix
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*/
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CGLM_INLINE
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void
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glm_scale2d_to(mat3 m, vec2 v, mat3 dest) {
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dest[0][0] = m[0][0] * v[0];
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dest[0][1] = m[0][1] * v[0];
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dest[0][2] = m[0][2] * v[0];
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dest[1][0] = m[1][0] * v[1];
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dest[1][1] = m[1][1] * v[1];
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dest[1][2] = m[1][2] * v[1];
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dest[2][0] = m[2][0];
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dest[2][1] = m[2][1];
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dest[2][2] = m[2][2];
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}
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/*!
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* @brief creates NEW 2d scale matrix by v vector
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*
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* @param[out] m affine transfrom
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* @param[in] v scale vector [x, y]
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*/
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CGLM_INLINE
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void
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glm_scale2d_make(mat3 m, vec2 v) {
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glm_mat3_identity(m);
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m[0][0] = v[0];
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m[1][1] = v[1];
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}
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/*!
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* @brief scales existing 2d transform matrix by v vector
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* and stores result in same matrix
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*
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* @param[in, out] m affine transfrom
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* @param[in] v scale vector [x, y]
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*/
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CGLM_INLINE
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void
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glm_scale2d(mat3 m, vec2 v) {
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m[0][0] = m[0][0] * v[0];
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m[0][1] = m[0][1] * v[0];
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m[0][2] = m[0][2] * v[0];
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m[1][0] = m[1][0] * v[1];
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m[1][1] = m[1][1] * v[1];
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m[1][2] = m[1][2] * v[1];
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}
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/*!
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* @brief applies uniform scale to existing 2d transform matrix v = [s, s]
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* and stores result in same matrix
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*
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* @param[in, out] m affine transfrom
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* @param[in] s scale factor
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*/
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CGLM_INLINE
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void
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glm_scale2d_uni(mat3 m, float s) {
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m[0][0] = m[0][0] * s;
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m[0][1] = m[0][1] * s;
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m[0][2] = m[0][2] * s;
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m[1][0] = m[1][0] * s;
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m[1][1] = m[1][1] * 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 around Z axis
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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] = c;
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m[0][1] = s;
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m[0][2] = 0;
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m[1][0] = -s;
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m[1][1] = c;
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m[1][2] = 0;
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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 Z axis by angle
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* and store result in same matrix
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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 m00 = m[0][0], m10 = m[1][0],
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m01 = m[0][1], m11 = m[1][1],
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m02 = m[0][2], m12 = m[1][2];
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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] = m00 * c + m10 * s;
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m[0][1] = m01 * c + m11 * s;
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m[0][2] = m02 * c + m12 * s;
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m[1][0] = m00 * -s + m10 * c;
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m[1][1] = m01 * -s + m11 * c;
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m[1][2] = m02 * -s + m12 * c;
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}
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/*!
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* @brief rotate existing 2d transform matrix around Z 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 m00 = m[0][0], m10 = m[1][0],
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m01 = m[0][1], m11 = m[1][1],
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m02 = m[0][2], m12 = m[1][2];
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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] = m00 * c + m10 * s;
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dest[0][1] = m01 * c + m11 * s;
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dest[0][2] = m02 * c + m12 * s;
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dest[1][0] = m00 * -s + m10 * c;
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dest[1][1] = m01 * -s + m11 * c;
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dest[1][2] = m02 * -s + m12 * c;
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dest[2][0] = m[2][0];
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dest[2][1] = m[2][1];
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dest[2][2] = m[2][2];
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}
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#endif /* cglm_affine2d_h */
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