mirror of https://github.com/axmolengine/axmol.git
281 lines
4.5 KiB
C++
281 lines
4.5 KiB
C++
#include "Base.h"
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#include "Vector2.h"
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namespace gameplay
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{
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Vector2::Vector2()
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: x(0.0f), y(0.0f)
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{
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}
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Vector2::Vector2(float x, float y)
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: x(x), y(y)
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{
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}
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Vector2::Vector2(const float* array)
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{
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set(array);
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}
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Vector2::Vector2(const Vector2& p1, const Vector2& p2)
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{
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set(p1, p2);
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}
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Vector2::Vector2(const Vector2& copy)
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{
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set(copy);
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}
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Vector2::~Vector2()
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{
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}
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const Vector2& Vector2::zero()
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{
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static Vector2 value(0.0f, 0.0f);
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return value;
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}
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const Vector2& Vector2::one()
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{
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static Vector2 value(1.0f, 1.0f);
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return value;
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}
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const Vector2& Vector2::unitX()
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{
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static Vector2 value(1.0f, 0.0f);
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return value;
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}
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const Vector2& Vector2::unitY()
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{
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static Vector2 value(0.0f, 1.0f);
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return value;
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}
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bool Vector2::isZero() const
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{
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return x == 0.0f && y == 0.0f;
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}
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bool Vector2::isOne() const
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{
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return x == 1.0f && y == 1.0f;
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}
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float Vector2::angle(const Vector2& v1, const Vector2& v2)
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{
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float dz = v1.x * v2.y - v1.y * v2.x;
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return atan2f(fabsf(dz) + MATH_FLOAT_SMALL, dot(v1, v2));
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}
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void Vector2::add(const Vector2& v)
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{
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x += v.x;
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y += v.y;
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}
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void Vector2::add(const Vector2& v1, const Vector2& v2, Vector2* dst)
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{
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GP_ASSERT(dst);
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dst->x = v1.x + v2.x;
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dst->y = v1.y + v2.y;
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}
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void Vector2::clamp(const Vector2& min, const Vector2& max)
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{
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GP_ASSERT(!(min.x > max.x || min.y > max.y ));
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// Clamp the x value.
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if (x < min.x)
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x = min.x;
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if (x > max.x)
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x = max.x;
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// Clamp the y value.
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if (y < min.y)
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y = min.y;
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if (y > max.y)
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y = max.y;
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}
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void Vector2::clamp(const Vector2& v, const Vector2& min, const Vector2& max, Vector2* dst)
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{
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GP_ASSERT(dst);
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GP_ASSERT(!(min.x > max.x || min.y > max.y ));
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// Clamp the x value.
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dst->x = v.x;
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if (dst->x < min.x)
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dst->x = min.x;
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if (dst->x > max.x)
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dst->x = max.x;
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// Clamp the y value.
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dst->y = v.y;
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if (dst->y < min.y)
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dst->y = min.y;
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if (dst->y > max.y)
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dst->y = max.y;
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}
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float Vector2::distance(const Vector2& v) const
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{
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float dx = v.x - x;
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float dy = v.y - y;
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return sqrt(dx * dx + dy * dy);
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}
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float Vector2::distanceSquared(const Vector2& v) const
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{
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float dx = v.x - x;
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float dy = v.y - y;
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return (dx * dx + dy * dy);
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}
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float Vector2::dot(const Vector2& v) const
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{
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return (x * v.x + y * v.y);
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}
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float Vector2::dot(const Vector2& v1, const Vector2& v2)
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{
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return (v1.x * v2.x + v1.y * v2.y);
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}
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float Vector2::length() const
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{
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return sqrt(x * x + y * y);
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}
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float Vector2::lengthSquared() const
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{
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return (x * x + y * y);
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}
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void Vector2::negate()
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{
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x = -x;
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y = -y;
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}
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Vector2& Vector2::normalize()
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{
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normalize(this);
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return *this;
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}
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void Vector2::normalize(Vector2* dst) const
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{
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GP_ASSERT(dst);
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if (dst != this)
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{
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dst->x = x;
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dst->y = y;
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}
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float n = x * x + y * y;
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// Already normalized.
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if (n == 1.0f)
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return;
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n = sqrt(n);
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// Too close to zero.
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if (n < MATH_TOLERANCE)
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return;
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n = 1.0f / n;
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dst->x *= n;
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dst->y *= n;
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}
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void Vector2::scale(float scalar)
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{
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x *= scalar;
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y *= scalar;
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}
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void Vector2::scale(const Vector2& scale)
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{
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x *= scale.x;
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y *= scale.y;
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}
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void Vector2::rotate(const Vector2& point, float angle)
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{
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double sinAngle = sin(angle);
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double cosAngle = cos(angle);
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if (point.isZero())
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{
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float tempX = x * cosAngle - y * sinAngle;
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y = y * cosAngle + x * sinAngle;
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x = tempX;
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}
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else
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{
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float tempX = x - point.x;
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float tempY = y - point.y;
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x = tempX * cosAngle - tempY * sinAngle + point.x;
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y = tempY * cosAngle + tempX * sinAngle + point.y;
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}
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}
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void Vector2::set(float x, float y)
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{
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this->x = x;
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this->y = y;
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}
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void Vector2::set(const float* array)
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{
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GP_ASSERT(array);
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x = array[0];
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y = array[1];
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}
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void Vector2::set(const Vector2& v)
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{
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this->x = v.x;
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this->y = v.y;
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}
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void Vector2::set(const Vector2& p1, const Vector2& p2)
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{
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x = p2.x - p1.x;
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y = p2.y - p1.y;
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}
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void Vector2::subtract(const Vector2& v)
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{
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x -= v.x;
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y -= v.y;
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}
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void Vector2::subtract(const Vector2& v1, const Vector2& v2, Vector2* dst)
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{
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GP_ASSERT(dst);
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dst->x = v1.x - v2.x;
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dst->y = v1.y - v2.y;
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}
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void Vector2::smooth(const Vector2& target, float elapsedTime, float responseTime)
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{
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if (elapsedTime > 0)
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{
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*this += (target - *this) * (elapsedTime / (elapsedTime + responseTime));
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}
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}
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}
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