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ベクトルの正規化ってこんな感じですか?

Last updated at Posted at 2012-02-10
var dx:Number = particle.x - centerX;
var dy:Number = particle.y - cetnerY;
var distance:Number = 1/Math.sqrt(dx*dx + dy*dy);
var vx:Number = dx*distance;
var vy:Number = dy*distance;
trace(vx, vy);
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