diff --git a/include/Polar.h b/include/Polar.h
index 072d9e8..468b35a 100644
--- a/include/Polar.h
+++ b/include/Polar.h
@@ -8,8 +8,7 @@
///
/// A polar vector
///
-/// This will use the polar coordinate system consisting of a angle from a
-/// reference direction and a distance.
+/// This will use the polar coordinate system consisting of a angle from a reference direction and a distance.
struct Polar {
public:
///
@@ -44,7 +43,7 @@ struct Polar {
///
/// This will rotate the vector by 180 degrees. Distance will stay the same.
/// The negated vector
-
+
Polar operator-();
///
/// Substract a polar vector from this coordinate
@@ -65,8 +64,7 @@ struct Polar {
///
/// The scaling factor
/// The scaled vector
- /// This operation will scale the distance of the vector. The angle will be
- /// unaffected.
+ /// This operation will scale the distance of the vector. The angle will be unaffected.
Polar operator*(float factor) const;
///
@@ -74,8 +72,7 @@ struct Polar {
///
/// The scaling factor
/// The scaled vector
- /// This operation will scale the distance of the vector. The angle will be
- /// unaffected.
+ /// This operation will scale the distance of the vector. The angle will be unaffected.
Polar operator/(const float& factor);
///
diff --git a/src/Vector2.cpp b/src/Vector2.cpp
index 63479c9..d47e44d 100644
--- a/src/Vector2.cpp
+++ b/src/Vector2.cpp
@@ -118,15 +118,15 @@ float Vector2::SignedAngle(Vector2 from, Vector2 to) {
return (angleTo - angleFrom) * Angle::Rad2Deg;
}
-Vector2 Rotate(Vector2 v, float angle) {
- float sin = (float)sinf(angle * Angle::Deg2Rad);
- float cos = (float)cosf(angle * Angle::Deg2Rad);
+Vector2 Vector2::Rotate(Vector2 v, float angle) {
+ float sin = (float)sinf(angle * Angle::Deg2Rad);
+ float cos = (float)cosf(angle * Angle::Deg2Rad);
- float tx = v.x;
- float ty = v.y;
- v.x = (cos * tx) - (sin * ty);
- v.y = (sin * tx) + (cos * ty);
- return v;
+ float tx = v.x;
+ float ty = v.y;
+ v.x = (cos * tx) - (sin * ty);
+ v.y = (sin * tx) + (cos * ty);
+ return v;
}
Vector2 Vector2::Lerp(Vector2 from, Vector2 to, float f) {
@@ -137,4 +137,3 @@ Vector2 Vector2::Lerp(Vector2 from, Vector2 to, float f) {
float Vector2::ToFactor(Vector2 a, Vector2 b) {
return (1 - Vector2::Dot(a, b)) / 2;
}
-