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Spam protection caused a duplicate of this post. Closing this one. https://gamedev.net/forums/topic/714968-calculating-the-far-distance-plan-based-on-pitch-and-yaw-for-a-map-renderer/
alvaro said:
If you know how to rotate points, you can rotate line segments, just by rotating the ends. If you know how to rotate points around the origin, you can rotate cpstest points around arbitrary points, by first subtracting the coordinates of the center of rotation, then rotating around the …
By the way, whenever you have two real numbers that are the cosine and the sine of a number, you can think of them as a single complex number, z = cos(a)+i*sin(a) == exp(i*a) == polar(1,a). You can then recover the angle by computing a = atan2(imag(z),real(z)) == real(-i*log(z)) == arg(z).