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            <title>Vectorを原点中心に回す！</title>
            <link>https://www.yz-learning.com/doku.php?id=game-engineer:classes:2023:game-mathematics:first-term:7:07-04-04&amp;rev=1688542719</link>
            <description>Vectorを原点中心に回す！


# include &lt;Siv3D.hpp&gt; // OpenSiv3D v0.6.10
# include &lt;cmath&gt;


Vec2 sVec = { 0.0, -1.0 };
const double vLength = 100;
const double PI = 3.14159265359;
/// @brief 角度とラジアンを変換して返します
/// @param _angle 角度を入力
/// @return  ラジアンに変換された値
double Degree2Radians(double _angle)
{
	return(_angle * (PI / 180.0));
}

/// @brief _angle度だけ_vecを原点中心に回転して返す
/// @param _vec 回転されるベクトル
/// @param _angle  回転角度（度）
/// @return  回転後のベクトル
Vec2 RotateVec(Vec2 _vec, double _angle)
{
	double theta = Degree2Ra…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 05 Jul 2023 07:38:39 +0000</pubDate>
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            <title></title>
            <link>https://www.yz-learning.com/doku.php?id=game-engineer:classes:2023:game-mathematics:first-term:7:07-06-01&amp;rev=1688605978</link>
            <description># include &lt;Siv3D.hpp&gt; // OpenSiv3D v0.6.10

Vec2 ConvertMath2Screen(Vec2 _point)
{
	Vec2 resultPoint;
	Vec2 halfScrSize = { Scene::Width() / 2.0, Scene::Height() / 2.0 };
	resultPoint.x = _point.x+halfScrSize.x;
	resultPoint.y = Scene::Height() - (_point.y + halfScrSize.y);
	return resultPoint;
}

void DrawAxis()
{
	Vec2 halfScrSize = { Scene::Width() / 2.0, Scene::Height() / 2.0 };
	Vec2 xAxisStart = { 0, halfScrSize.y };
	Vec2 xAxisEnd = { Scene::Width() , halfScrSize.y };
	Vec2 yAxisStart = {…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 06 Jul 2023 01:12:58 +0000</pubDate>
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