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```
use std::f32::consts::PI;

pub fn display_rotated_array( amounttorotate: f32 ) {

let mut square : Vec<Vec<u32>> = Vec::new();
let mut newsquare: Vec<Vec<u32>> = Vec::new();
let mut counter = 100;

//filling the new square with "888" to represent values that are not mapped to after rotating square
for x in 0..9{
let mut newsquarevec = Vec::new();
for y in 0..9{
newsquarevec.push(888);
}
newsquare.push(newsquarevec);
}

//filling square with 100 - 180 and newsquare by rotating each point of the old square
for x in 0..9{

let mut squarevec = Vec::new();

for y in 0..9{

squarevec.push(counter);

let newpos = ortho_rotate_i8_point_at_point( (x, y) , (4,4), amounttorotate);

let vecx = newpos.0 as usize;
let vecy = newpos.1 as usize;

newsquare[vecx][vecy] = counter;

counter += 1;
};

square.push(squarevec);
};

print_2d_vector(square);
println!("");
print_2d_vector(newsquare);

}

//print a 2d vector of u32s
fn print_2d_vector(vec: Vec<Vec<u32>>){

for x in vec{
for y in x{
print!(" {:?} ", y);
}
println!("");
}
}

//turn the point into
pub fn ortho_rotate_i8_point(point: (i8,i8), torotate: f32 ) -> (i8,i8){

return ortho_rotate_i8_point_at_point(point, (0,0), torotate);
}

pub fn ortho_rotate_i8_point_at_point(point: (i8,i8), origin: (i8,i8), torotate: f32 ) -> (i8,i8){

let floatpoint = i8_pos_center_to_float_pos(point);
let floatorigin = i8_pos_center_to_float_pos(origin);

let rotatedpoint = ortho_rotate_point_at_point(floatpoint, floatorigin, torotate);

let rotatedpointprime = float_center_pos_to_i8_pos(rotatedpoint);

return rotatedpointprime;
}

//rotate a point where the center of it is the bottom left of the point specified
//used so that the origin (4,4) rotates the pieces on a chess board around the center
pub fn ortho_rotate_i8_point_at_bot_left_of_point(point: (i8,i8), origin: (i8,i8), torotate: f32 ) -> (i8,i8){

let floatpoint = i8_pos_center_to_float_pos(point);
let floatorigin = i8_pos_to_float_pos(origin);

let rotatedpoint = ortho_rotate_point_at_point(floatpoint, floatorigin, torotate);

let rotatedpointprime = float_center_pos_to_i8_pos(rotatedpoint);

return rotatedpointprime;
}

//rotate a point with another point as its origin
pub fn ortho_rotate_point_at_point( point: (f32,f32), originpoint: (f32,f32), torotate: f32) -> (f32,f32){

//move the point so that the origin is the originpoint
let pointprime = (point.0 - originpoint.0, point.1 - originpoint.1);

let pointprime2 = ortho_rotate_point_at_origin(pointprime, torotate);

let pointprime3 = (pointprime2.0 + originpoint.0, pointprime2.1 + originpoint.1);

return pointprime3;
}

//rotate this point by this amount and return it
pub fn ortho_rotate_point_at_origin( point: (f32,f32), torotate: f32) -> (f32,f32){

if point.0 == point.1  && point.0 == 0.0{
return (0.0,0.0) ;
}

for numrotation in 0..4{

//rotate the point clockwise x times (negative direction)
let (rotx,roty) = rotate_point_90_degrees_x_times( point , - (numrotation as i8) );

if roty<rotx && roty>=-rotx {

let sidelength = rotx * 2.0;

//how much the position in the current section contributes to the total rotation
let sectioncurrotation = ((roty / sidelength)+0.5 ) / 4.0;

//add the amount this is already rotated to the amount to rotate
let torotate = torotate + (numrotation as f32 * 0.25) + sectioncurrotation;

//how many blocks (full 90 degree rotations) to apply to the newposprime2
let blockstorotate = (torotate / 0.25).floor() as i8;

//how much the section will contribute to the total rotation
let sectiontorotate = torotate % 0.25;

//point at bottom right corner
let newposprime = (sidelength/2.0, -sidelength/2.0);

//bottom right corner plus how much of a rotation is needed for this section * sidelength
let newposprime2 = (newposprime.0, newposprime.1 + sectiontorotate * sidelength *4.0);

let newpos = rotate_point_90_degrees_x_times(  newposprime2  , blockstorotate);

return newpos;

};
};

panic!("something went wrong");
}

fn rotate_point_90_degrees_clockwise( point: (f32,f32)) -> (f32,f32){
//90 degrees clockwise rotation matrix (negative)
//xprime = (0,  1)  = point.1
//yprime = (-1, 0)  = -point.0

return (point.1, -point.0);
}

fn rotate_point_90_degrees_counter_clockwise( point: (f32,f32)) -> (f32,f32){
//90 degrees counter clockwise rotation matrix (positive)
//xprime = (0, -1) = -point.1
//yprime = (1,  0) = point.0

return (-point.1, point.0);
}

//how much to rotate this point in the positive rotation direction (counter clockwise)
fn rotate_point_90_degrees_x_times( mut point: (f32,f32), mut times: i8 ) -> (f32,f32){

while times != 0{

//rotate in the positive direction
if times > 0{

point = rotate_point_90_degrees_counter_clockwise(point);

times += -1;
}

//rotate in the negative direction
if times < 0{

point = rotate_point_90_degrees_clockwise(point);

times += 1;
}
}

return point;
}

fn i8_pos_to_float_pos( i8pos: (i8,i8) ) -> (f32,f32){

return ( i8pos.0 as f32 , i8pos.1 as f32  ) ;
}

//if it is considered a square the size of 1 unit with its bottom left at i8pos
//return the center of that (would be its i8 value +0.5)
fn i8_pos_center_to_float_pos( i8pos: (i8,i8) ) -> (f32,f32){

return ( i8pos.0 as f32 + 0.5, i8pos.1 as f32 + 0.5);
}

fn float_center_pos_to_i8_pos( floatpos: (f32,f32) ) -> (i8,i8){

return ( (floatpos.0).round() as i8, (floatpos.1).round() as i8 ) ;
}

fn float_bot_left_pos_to_i8_pos( floatpos: (f32,f32) ) -> (i8,i8){

return ( (floatpos.0 - 0.5).round() as i8, (floatpos.1 - 0.5).round() as i8 ) ;
}```