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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;
for x in 0..9{
let mut newsquarevec = Vec::new();
for y in 0..9{
newsquarevec.push(888);
}
newsquare.push(newsquarevec);
}
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);
}
fn print_2d_vector(vec: Vec<Vec<u32>>){
for x in vec{
for y in x{
print!(" {:?} ", y);
}
println!("");
}
}
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;
}
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;
}
pub fn ortho_rotate_point_at_point( point: (f32,f32), originpoint: (f32,f32), torotate: f32) -> (f32,f32){
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;
}
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{
let (rotx,roty) = rotate_point_90_degrees_x_times( point , - (numrotation as i8) );
if roty<rotx && roty>=-rotx {
let sidelength = rotx * 2.0;
let sectioncurrotation = ((roty / sidelength)+0.5 ) / 4.0;
let torotate = torotate + (numrotation as f32 * 0.25) + sectioncurrotation;
let blockstorotate = (torotate / 0.25).floor() as i8;
let sectiontorotate = torotate % 0.25;
let newposprime = (sidelength/2.0, -sidelength/2.0);
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){
return (point.1, -point.0);
}
fn rotate_point_90_degrees_counter_clockwise( point: (f32,f32)) -> (f32,f32){
return (-point.1, point.0);
}
fn rotate_point_90_degrees_x_times( mut point: (f32,f32), mut times: i8 ) -> (f32,f32){
while times != 0{
if times > 0{
point = rotate_point_90_degrees_counter_clockwise(point);
times += -1;
}
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 ) ;
}
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 ) ;
}