camera
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package engine
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Camera :: struct {
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position: Vec2,
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anchor: Vec2,
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}
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camera_default :: proc() -> Camera {
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return Camera{position = {0, 0}, anchor = {0.5, 0.5}}
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}
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world_to_screen :: proc(cam: Camera, world: Vec2, viewport: Vec2) -> Vec2 {
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return {
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world.x - cam.position.x + viewport.x * cam.anchor[0],
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world.y - cam.position.y + viewport.y * cam.anchor[1],
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}
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}
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