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Vector2p= { 100,200 }; // the point in world spaceMatrixrotMatrix=MatrixRotateZ(45*DEG2RAD); // the rotationMatrixtranslate=MatrixTranslate(90, 180, 0); // the center in world spaceMatrixtForm=MatrixInvert(translate); // translate to be local by the centertForm=MatrixMultiply(tForm, rotMatrix); // rotatetForm=MatrixMultiply(tForm, translate); // translate back to world spacep=Vector2Transform(p, tForm); // p transformed by the rotation around the center
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