Title: Fast Quad Rotation Brief: A better way to rotate quads around their centers. Date: 1722126213 Tags: Programming, Optimization, C CSS: /style.css A similar in essence trick to [by pi rotation](/articles/vector-pi-rotation.html), but with delta calculated for some corner which is reused later with negation and coordinate swap. Scaling by `M_SQRT1_2` is there to retain the quad size (Pythagorean stuffs). ### Code ### ```c const t_fvec2 c = frect_center(sprite.rect); const t_fvec2 d = { .x = (cosf(sprite.rotation + (float)M_PI_4) * sprite.rect.w) * (float)M_SQRT1_2, .y = (sinf(sprite.rotation + (float)M_PI_4) * sprite.rect.h) * (float)M_SQRT1_2, }; /* upper-left */ const t_fvec2 v0 = { c.x - d.x, c.y - d.y }; /* bottom-left */ const t_fvec2 v1 = { c.x - d.y, c.y + d.x }; /* bottom-right */ const t_fvec2 v2 = { c.x + d.x, c.y + d.y }; /* upper-right */ const t_fvec2 v3 = { c.x + d.y, c.y - d.x }; ```