/// ***** Public Methods *****
-Vector2 operator+(const Vector2& vec1, const Vector2& vec2)
+Vector2 pg::operator+(const Vector2& vec1, const Vector2& vec2)
{
return vec1.add(vec2);
}
-Vector2 operator-(const Vector2& vec1, const Vector2& vec2)
+Vector2 pg::operator-(const Vector2& vec1, const Vector2& vec2)
{
return vec1.subtract(vec2);
}
-Vector2 operator*(float f, const Vector2& vec)
+Vector2 pg::operator*(float f, const Vector2& vec)
{
return vec.multiply(f);
}
-Vector2 operator*(const Vector2& vec, float f)
+Vector2 pg::operator*(const Vector2& vec, float f)
{
return vec.multiply(f);
}
-Vector2 operator/(const Vector2& vec, float f)
+Vector2 pg::operator/(const Vector2& vec, float f)
{
return vec.divide(f);
}
-void operator+=(Vector2& vec1, const Vector2& vec2)
+void pg::operator+=(Vector2& vec1, const Vector2& vec2)
{
vec1.m_fX += vec2.m_fX;
vec1.m_fY += vec2.m_fY;
}
-void operator-=(Vector2& vec1, const Vector2& vec2)
+void pg::operator-=(Vector2& vec1, const Vector2& vec2)
{
vec1.m_fX -= vec2.m_fX;
vec1.m_fY -= vec2.m_fY;
}
-void operator*=(Vector2& vec, float f)
+void pg::operator*=(Vector2& vec, float f)
{
vec.m_fX *= f;
vec.m_fY *= f;
}
-void operator/=(Vector2& vec, float f)
+void pg::operator/=(Vector2& vec, float f)
{
vec.m_fX /= f;
vec.m_fY /= f;
Mutex muDPF;
-void DPF(int level, const char* pstr)
+void pg::DPF(int level, const char* pstr)
{
Autolock lock(muDPF);
cout << pstr << endl;
}
-void debug::init()
+void pg::debug::init()
{
muDPF.init();
}
-void debug::clean()
+void pg::debug::clean()
{
muDPF.clean();
}
-void DASSERT(bool fBreak)
+void pg::DASSERT(bool fBreak)
{
assert(fBreak);
}
/// ***** Public Methods *****
-int mod(int x, int y)
+int pg::mod(int x, int y)
{
return x % y + (x < 0 ? y : 0);
}
// Vector2 Math
-Vector2 vectorToLine
+Vector2 pg::vectorToLine
(
const Vector2& vec,
float x1,
}
}
-Vector2 perp(const Vector2& vec)
+Vector2 pg::perp(const Vector2& vec)
{
return Vector2(-vec.m_fY, vec.m_fX);
}
-float dot(const Vector2& vec1, const Vector2& vec2)
+float pg::dot(const Vector2& vec1, const Vector2& vec2)
{
return vec1.m_fX * vec2.m_fX + vec1.m_fY * vec2.m_fY;
}