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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef hsPoint2_Defined
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#define hsPoint2_Defined
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#include <cmath>
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struct hsPolar {
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float fRadius;
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float fAngle;
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};
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struct hsPoint2 {
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float fX, fY;
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hsPoint2& Set(float x, float y)
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{
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fX = x;
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fY = y;
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return *this;
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}
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hsPoint2& operator+=(const hsPoint2& s)
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{
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this->fX += s.fX;
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this->fY += s.fY;
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return *this;
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}
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hsPoint2& operator-=(const hsPoint2& s)
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{
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this->fX -= s.fX;
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this->fY -= s.fY;
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return *this;
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}
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int operator==(const hsPoint2& ss) const
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{
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return (ss.fX == fX && ss.fY == fY);
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}
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int operator!=(const hsPoint2& ss)
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{
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return !(ss == *this);
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}
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friend hsPoint2 operator+(const hsPoint2& s, const hsPoint2& t)
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{
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hsPoint2 result;
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result.Set(s.fX + t.fX, s.fY + t.fY);
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return result;
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}
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friend hsPoint2 operator-(const hsPoint2& s, const hsPoint2& t)
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{
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hsPoint2 result;
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result.Set(s.fX - t.fX, s.fY - t.fY);
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return result;
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}
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friend hsPoint2 operator-(const hsPoint2& s)
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{
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hsPoint2 result = { -s.fX, -s.fY };
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return result;
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}
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friend hsPoint2 operator*(const hsPoint2& s, float t)
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{
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hsPoint2 result;
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result.Set(s.fX * t, s.fY * t);
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return result;
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}
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friend hsPoint2 operator*(float t, const hsPoint2& s)
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{
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hsPoint2 result;
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result.Set(s.fX * t, s.fY * t);
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return result;
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}
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hsPoint2* Grid(float period);
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bool CloseEnough(const hsPoint2* p, float tolerance) const;
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float MagnitudeSquared() const { return fX * fX + fY * fY; }
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float Magnitude() const { return Magnitude(fX, fY); }
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hsPolar* ToPolar(hsPolar* polar) const;
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static float Magnitude(float x, float y) { return sqrt(x * x + y * y); }
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static float Distance(const hsPoint2& p1, const hsPoint2& p2);
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static hsPoint2 Average(const hsPoint2& a, const hsPoint2& b)
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{
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hsPoint2 result;
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result.Set((a.fX + b.fX) * float(0.5), (a.fY + b.fY) * float(0.5));
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return result;
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}
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static float ComputeAngle(const hsPoint2& a, const hsPoint2& b, const hsPoint2& c);
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};
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#endif // hsPoint2_Defined
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