+ rigid_rect->forces = vec_sum(rigid_rect->forces, force);
+}
+
+void rigid_rect_transform_velocity(Rigid_rect *rigid_rect,
+ mat3x3 trans_mat)
+{
+ rigid_rect->velocity = point_mat3x3_product(rigid_rect->velocity,
+ trans_mat);
+}
+
+void rigid_rect_teleport_to(Rigid_rect *rigid_rect,
+ Vec position)
+{
+ rigid_rect->position = position;
+}
+
+void rigid_rect_damper(Rigid_rect *rigid_rect, Vec v)
+{
+ rigid_rect_apply_force(
+ rigid_rect,
+ vec(rigid_rect->velocity.x * v.x, rigid_rect->velocity.y * v.y));