J :
* Update for linux support.
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@@ -3,9 +3,9 @@
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// JGE++ is a hardware accelerated 2D game SDK for PSP/Windows.
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//
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// Licensed under the BSD license, see LICENSE in JGE root for details.
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//
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//
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// Copyright (c) 2007 James Hui (a.k.a. Dr.Watson) <jhkhui@gmail.com>
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//
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//
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//-------------------------------------------------------------------------------------
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#ifndef _VECTOR2D_H
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@@ -13,6 +13,8 @@
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#ifdef WIN32
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#include <math.h>
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#elif defined LINUX
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#include <math.h>
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#else
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#include <fastmath.h>
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#endif
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@@ -31,7 +33,7 @@ struct Vector2D
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inline Vector2D &operator /=(const float scalar) { x /= scalar; y /= scalar; return *this; }
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inline Vector2D &operator *=(const float scalar) { x *= scalar; y *= scalar; return *this; }
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inline Vector2D &operator +=(const Vector2D &v) { x += v.x; y += v.y; return *this; }
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inline Vector2D &operator -=(const Vector2D &v) { x -= v.x; y -= v.y; return *this; }
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@@ -41,14 +43,14 @@ struct Vector2D
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// cross product
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inline float operator ^ (const Vector2D &v) const { return (x * v.y) - (y * v.x); }
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inline float operator ^ (const Vector2D &v) const { return (x * v.y) - (y * v.x); }
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// dot product
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inline float operator * (const Vector2D &v) const { return (x*v.x) + (y*v.y); }
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inline float operator * (const Vector2D &v) const { return (x*v.x) + (y*v.y); }
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inline float Dot(const Vector2D &v) const { return (x * v.x) + (y * v.y); }
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inline float Cross(const Vector2D &v) const { return (x * v.y) - (y * v.x); }
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inline float Dot(const Vector2D &v) const { return (x * v.x) + (y * v.y); }
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inline float Cross(const Vector2D &v) const { return (x * v.y) - (y * v.x); }
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inline Vector2D operator * (float s) const { return Vector2D(x*s, y*s); }
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inline Vector2D operator / (float s) const { return Vector2D(x/s, y/s); }
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@@ -68,4 +70,4 @@ struct Vector2D
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};
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#endif
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#endif
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