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Algorithm What is the mathematical explanation behind this implementation of simulating eyeballs roll in eyes?

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I want to simulate eyeballs roll in eyes and I have found and forked this implementation in This is exactly what I need.


Smart way but I don't understand why it needs to work like this way. Why is it using `ratioX` and `ratioY` which are calculated from dividing `mouseX` and `mouseY` with their sum?  Is there a simpler or even cleverer way to do similar simulation?

Edited by caymanbruce

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I think they are using the x/y ratio as a cheap way to do fake trigonometry. If the mouse is far away from the eyes, they should rotate slower. If the mouse is close to the eyes, it will rotate faster. That would happen naturally with sin/cos. So I think what they have is already pretty simple and clever.

Edited by missionctrl

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