Hi, I'm not very good with more advanced maths, so I have to ask this:
If I have a camera which gives out 360 degree pan (x) and tilt (y) values, and I want to get the pan and tilt values of where I have my cursor in the camera's view, how would I convert that?
More info:
It's a Flash/AS3 project.
The pan and tilt values are from the c...
I have a set of data points in 3D space which apparently all fall onto a specific plane. I use PCA to compute the plane parameters. The 3rd component of PCA gives me the normal vector of the plane (weakest component).
What I want to do next is to transform all the points onto said plane and look at it in 2D.
My idea was to do the foll...
I want to put together a SDR system that tunes initially AM, later FM etc.
The system I am planning to use to do this will have a sine lookup table for Direct Digital Synthesis (DDS).
In order to tune properly I expect to need to be able to precisely control the frequency of the sine wave fed to the Mixer (multiplier in this case). I ex...
Hello,
How can I calculate the angle of a point the Y-axis (say, the Y position of a MovieClip) with the mouse pointer location in Actionscript 3?
Many thnx!
...
I have a game I am working on that has homing missiles in it. At the moment they just turn towards their target, which produces a rather dumb looking result, with all the missiles following the target around.
I want to create a more deadly flavour of missile that will aim at the where the target "will be" by the time it gets there and I...
Hi
could you please give me a assembly code for calculate sin(x)[using:"Taylor Expansion"] in linux?
With Best Wishes
...
I am creating a bouncing object that can bounce around a 2D rectangular room. I have read through the answer of the other question about using velocityX and velocityY instead of normal direction angle. OK, it sounds easier so I implement the following mathematical methods below. However, there is one difference. I required that I input a...
I am trying to use System.Drawing.Drawing2D.GraphicsPath.AddArc to draw an arc of an ellipse starting at 0 degrees and sweeping to 135 degrees.
The issue I am running in to is that for an ellipse, the arc drawn does not match up with what I would expect.
For example, the following code generates the image below. The green circles are w...
I know I should do my homework on my own but I simply cant get my homework to work the way I want it to:
from __future__ import division
import turtle
import math
def triangle(c,a,b,beta,gamma):
turtle.forward(c)
turtle.right(180+beta)
turtle.forward(a)
turtle.right(beta)
turtle.left(beta+gamma)
turtle.forward(b...
Finding the angle between two vectors is not hard using the cosine rule. However, because I am programming for a platform with very limited resources, I would like to avoid calculations such as sqrt and arccos. Even simple divide's should be limited as much as possible.
Fortunately, I do not need the angle perse, but only need some valu...
Good Day,
It has been quite some time since I've had to compute the theta of an angle. But given a right angle:
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b |
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a
I'm trying to compute theta (the slope of the angle). My understanding of trigonometry (as rusty as it is) is that theta = arctan(b/a). So if b = 50 and a = 1811. Then using t...
I have a bunch of vectors normal to window surfaces in a 3D modelling software. Projected to the XY-Plane, I would like to know in which direction they are facing, translated to the 8 compass coordinates (North, North-East, East, South-East, South, South-West, West and North-West).
The vectors work like this:
the X axis represents Eas...
I'm trying to better understand what exactly this code is doing. It's written in Objective-C, but should be familiar to anyone with a C background. What exactly are sin/cos mathematics doing here? Also, does anyone have a good recommendation for learning trig for gaming concepts such as these?
for (int i = 0; i < GAME_CIRCLES; i++)
{
p...
How can I z-order the faces of a 3d object just using the 4 vertices of each of its faces? I've tried using a z-buffer where I store the average z value of each face; this works great most of the times, but fails when an object have large and small faces.
I'm building a small 3d-engine in flash, just for the fun of learning, so the only...
Hey guys, I am trying to calculate the vertices of a rotated rectangle (2D).
It's easy enough if the rectangle has not been rotated, I figured that part out.
If the rectangle has been rotated, I thought of two possible ways to calculate the vertices.
1) Figure out how to transform the vertices from local/object/model space (the ones I ...
As you may be able to tell from this screenshot, I am trying to make a physics engine for a platformer I am working on, but I have run into a definite problem: I need to be able to find out the angle of any one of the triangles that you can see make up this mesh, so that I can work out the rotation and therefore angular acceleration of t...
I'm doing some trigonometry calculations in C/C++ and am running into problems with rounding errors. For example, on my Linux system:
#include <stdio.h>
#include <math.h>
int main(int argc, char *argv[]) {
printf("%e\n", sin(M_PI));
return 0;
}
This program gives the following output:
1.224647e-16
when the correct answer ...
Hi,
(This is all in ortho mode, origin is in the top left corner, x is positive to the right, y is positive down the y axis)
I have a rectangle in world space, which can have a rotation m_rotation (in degrees).
I can work with the rectangle fine, it rotates, scales, everything you could want it to do.
The part that I am getting reall...
This piece of code has been taken from a game built with XNA framework. I'd like some explanation of how it works in terms of trig and physics.
ball.velocity = new
Vector2((float)Math.Cos(cannon.rotation),
(float)Math.Sin(cannon.rotation));
ball.rotation is the rotation of a sprite in...
sin and cos functions are slow and need a lot of resources to run on embedded systems. How does one calculate sin and cos functions in a more resource-saving and faster way?
...