remove engine dir
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45
source/transform.h
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45
source/transform.h
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#ifndef TRANSFORM_H
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#define TRANSFORM_H
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#include "HandmadeMath.h"
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typedef struct transform {
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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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HMM_Mat4 cache;
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int dirty;
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} transform;
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transform *make_transform();
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void transform_apply(transform *t);
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void transform_free(transform *t);
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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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#define TR_FMT "(pos) " HMMFMT_VEC3 " scale " HMMFMT_VEC3
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#define TR_PRINT(tr) HMMPRINT_VEC3(tr->pos), HMMPRINT_VEC3(tr->scale)
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void transform_move(transform *t, HMM_Vec3 v);
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HMM_Vec3 transform_direction(transform *t, HMM_Vec3 dir);
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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_Mat4 transform2mat(transform *t);
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transform mat2transform(HMM_Mat4 m);
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HMM_Quat angle2rotation(float angle);
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#endif
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