inline const Vector2& PhysicsMotion2D::UpdateVelocity(const Vector2& accelUnitsPerSecondSquared, double deltaSeconds) {
	m_velocityUnitsPerSecond += accelUnitsPerSecondSquared * (float)deltaSeconds;
	
	//update velocity direction with angular velocity
	if (m_lockMotionToOrientation) {
		m_velocityUnitsPerSecond.SetLengthAndHeadingDegrees(ClampVelocity(m_velocityUnitsPerSecond.CalcLength()), m_orientationDegrees);
	}
	else {
		ClampVelocity(m_velocityUnitsPerSecond.CalcLength());
	}
	
	return m_velocityUnitsPerSecond;
}
inline const Vector2& PhysicsMotion2D::UpdateAcceleration(double deltaSeconds) {
	UNUSED(deltaSeconds);
	
	if (m_lockMotionToOrientation) {
		m_accelerationUnitsPerSecondSquared.SetLengthAndHeadingDegrees(m_accelerationUnitsPerSecondSquared.CalcLength(), m_orientationDegrees);
	}

	return m_accelerationUnitsPerSecondSquared;
}
//-----------------------------------------------------------------------------------------------
void Scenario::ForceActorOutsideOfArea( Actor& actor, Area& area )
{
	Vector2 closestPointInAreaToActorCenter = FindClosestPointInBoundsToTarget( area.m_bounds, actor.m_position, false );
	Vector2 displacementToClosestPoint = closestPointInAreaToActorCenter - actor.m_position;
	float distanceToClosestPoint = displacementToClosestPoint.CalcLength();
	if( distanceToClosestPoint < actor.CalcRadius() )
	{
		Vector2 desiredDisplacementFromClosestPoint = -displacementToClosestPoint;
		desiredDisplacementFromClosestPoint.SetLength( actor.CalcRadius() );
		actor.m_position = closestPointInAreaToActorCenter + desiredDisplacementFromClosestPoint;
	}
}
//-----------------------------------------------------------------------------------------------
bool Scenario::IsActorAtAllInsideArea( Actor& actor, Area& area )
{
	Vector2 closestPointInAreaToActorCenter = FindClosestPointInBoundsToTarget( area.m_bounds, actor.m_position, true );
	Vector2 displacementToClosestPoint = closestPointInAreaToActorCenter - actor.m_position;
	float distanceToClosestPoint = displacementToClosestPoint.CalcLength();
	if( distanceToClosestPoint < actor.CalcRadius() )
	{
		return true;
	}
	else
	{
		return false;
	}
}