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# vector rotation

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Okay im going to to use a unit vector to store my players direction. This is in 2d top down. Now the thing is that i have to rotate the player based on input from the user. The input is like rotate more CW, or rotate more CCW. And I need to update the vector to reflect these changes. And I also need to be able to collect the angle the vector is facing.( I could probly figure this out myself, but anyone would be kind enoght to at least point me in the right direction i would be greatefull )

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  #define radtodeg(x) (x) * 180.0f / 3.146 #define degtorad(x) (x) * 3.146 / 180.0f void Vector2D::Rotate(float a) {	a = degtorad(a);	float px = x*(cos(a)) - y*(sin(a));	y = x*(sin(a)) + y*(cos(a));	x = px; }

Then, to rotating the player is a simple matter of:

if( LEFT_KEY ) PlayerO.Rotate( -5 * tf ); //Rotate - 5 degrees
if( RIGHT_KEY ) PlayerO.Rotate( -5 * tf ); //Rotate 5 degrees

tf is the ''time factor'' when going with frame-rate independent movement. If you lock your framerate then no need to bother with that.

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