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QuadSpecs

Trigonometry: Rotating a point

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This should be an easy one for you guys. I''ve found some formulas for doing this, but I must be doing something wrong, since my code never works the way it should. Lets pretend I have this class: typedef class _POINT2DF { float x, y; void rotateAbout(float theta, float aboutX, aboutY) { //WORK, YOU STUPID CODE! } }POINT2DF, *POINT2DFp; Now the question is, what should I be putting in the rotateAbout() function, to be able to rotate the x y members of the point about (around) another point (aboutX, aboutY)? Thanks in advance.

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Something like this, maybe?

  
void rotateAbout(float theta, float aboutX, float aboutY)
{
x = aboutX + -cosf(theta);
y = aboutY + sinf(theta);
}

I''m assuming that theta means angle (in degrees). Anyway, it should work - I may have the negative signs all mixed up...
Hope this helps

---------------

#define TRUE 0
#define FALSE 1
//MUAHAHAHAHAAAA!

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Substract the coordinates of the point you are rotating around
Rotate by the appropriate angle ( x=x*cos(a)-y*sin(a), y=x*sin(a)+y*cos(a))
Add the coordinates of the point you are rotating around

[Questions (STFW) | GDNet Start Here | GDNet Search | Forum FAQ | Google | Asking Smart Questions ]
[Docs (RTFM) | MSDN | SGI''s STL | OpenGL | File formats]
[C++ Must Haves (RTFS) | MinGW | Boost | Loki | FLTK | SDL ]

Stolen from Magmai Kai Holmlor, who held it from Oluseyi, who was inspired by Kylotan...

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well, here we go.


void rotateAbout(float theta, float aboutX, float aboutY)
{
x = x - aboutX + cosf(theta);
y = y - aboutY + sinf(theta);
}


works good for me.



die or be died...i think

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No, you need to use the trig identities for angle addition. Conceptually you start with a point (r*cos(alpha),r*sin(alpha)) and are transforming it to (r*cos(alpha+theta),r*sin(alpha+theta)). r*cos(alpha+theta) = r*cos(alpha)*cos(theta)-r*sin(alpha)*sin(theta) = x*cos(theta)-y*sin(alpha) since x=r*cos(alpha) and y=r*sin(alpha). It works similarly for the y component except you use the identity for sine. To rotate around a point you have to subtract before the rotation and add it back after the rotation. So x''=(x-cx)*cos(theta)-(y-cy)*sin(alpha)+cx.

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So what you''re all telling me is that I don''t have to convert theta from degrees to radians first of all?

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Of course you do. The documentation clearly states that sin() and cos() need their arguments in radians.

[Questions (STFW) | GDNet Start Here | GDNet Search | Forum FAQ | Google | Asking Smart Questions ]
[Docs (RTFM) | MSDN | SGI''s STL | OpenGL | File formats]
[C++ Must Haves (RTFS) | MinGW | Boost | Loki | FLTK | SDL ]

Stolen from Magmai Kai Holmlor, who held it from Oluseyi, who was inspired by Kylotan...

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