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Inversed rotation angle in drawables, to make it match the Y axis pointing down in SFML (fixes issue #3)
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@ -107,7 +107,7 @@ inline Matrix3 Matrix3::operator *(const Matrix3& right) const
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inline Matrix3 Matrix3::Transformation(const Vector2f& origin, const Vector2f& translation, float rotation, const Vector2f& scale)
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inline Matrix3 Matrix3::Transformation(const Vector2f& origin, const Vector2f& translation, float rotation, const Vector2f& scale)
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{
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{
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// Combine the transformations
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// Combine the transformations
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float angle = rotation * 3.141592654f / 180.f;
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float angle = -rotation * 3.141592654f / 180.f;
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float cosine = static_cast<float>(std::cos(angle));
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float cosine = static_cast<float>(std::cos(angle));
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float sine = static_cast<float>(std::sin(angle));
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float sine = static_cast<float>(std::sin(angle));
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float sxCos = scale.x * cosine;
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float sxCos = scale.x * cosine;
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