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AppGameKit Classic Chat / Trying to calculate a position in a circle

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BatVink
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Posted: 29th Jul 2015 00:40 Edited at: 29th Jul 2015 00:41
I'm sure there are genii who can solve this for me....

Here is the diagram:



I know the position of the centre (+). For simplicity call it 0,0
I know the position of the red dot (x and y)
I can calculate a1 (angle) and length h (hypotenuse of the triangle)

Now the red dot rotates around the circle to the green point. I want to calculate the coordinates of the green point.

I know the angle a2 (because I have set it)
I know that I have another length h because the dot is rotating around the centre.
But how do I get the x and y coordinates of the green dot?

In my final solution, the red and green dots could be at any position (but always have the same h as each other. I will always measure zero degrees as vertically down.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt

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29 games
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Posted: 29th Jul 2015 01:03 Edited at: 29th Jul 2015 01:09
Just add a1 to a2 and then use trig to find the new x and y positions (then add the centre position of the circle):

new_x = h*sin(a1+a2) + (x position of circle centre)
new_y = h*cos(a1+a2) + (y position of circle centre)



I'm not entirely sure what the code snippet is for but I did it anyway.

I've added a diagram:



Invaders of the 29th Dimension - available now on Google Play
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BatVink
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Posted: 29th Jul 2015 01:14
Thanks!
I was sat on the sofa thinking I needed another triangle with a right angle in it, and there it is. Appreciated

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
BatVink
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Posted: 29th Jul 2015 01:44
You might be able to help me with this one too. Using the same diagram, I work out the angle of the red point like this:

a1 = asin(x / h)

For the lower part of the circle I get -90 to + 90 (left to right), with zero at bottom centre
But for the upper part I also get -90 to + 90 with 0 at top centre

What I want to get is 0 to 360 (or 0 to 180 then -180 back to 0) with zero at bottom centre and 180 at top centre.

Do I need to make a manual adjustment based on whether I am above or below the centre?

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
BatVink
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Posted: 29th Jul 2015 02:02
I got there.

I needed atan2 which gives you -180 to +180, based on the coordinates. It's the simplest option of them all!

I just have to offset by 90 degrees, because it starts centre right.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
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Posted: 29th Jul 2015 02:25
Cool. Can I go to bed now?

Invaders of the 29th Dimension - available now on Google Play
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Markus
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Posted: 29th Jul 2015 02:40
other idea with SpriteOffset



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Uncle Martin
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Posted: 29th Jul 2015 08:35
Another useful algorithm that covers these types of situations is the 2D rotational transformation. You do not have to worry about the hypotenuse. Simply provide the x/y coordinates of your points(s) & the angle you want to rotate them. The textbook formula is something like this:

NewPnt.x = OldPnt.x * cos(Ang) - OldPnt.y * sin(Ang)
NewPnt.y = OldPnt.y * cos(Ang) + OldPnt.x * sin(Ang)

You may need to swap the signs based on the coordinate & rotation conventions you are using.

If you need to rotate around an arbitrary point simply add the x/y offset after the rotation.

Here's some code to play with. The A & D keys rotate the points, Esc to exit. Enjoy.



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xGEKKOx
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Posted: 29th Jul 2015 11:53
A new Agar.io is coming?

BatVink
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Posted: 29th Jul 2015 13:52
Thanks again everyone, some useful stuff here.

@Markus, I started with a similar idea using SetSpriteOffset. But I also have to rotate the sprite around it's centre. This made it impossible to use the offset idea.

Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Markus
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Posted: 29th Jul 2015 14:42 Edited at: 29th Jul 2015 14:43
@BatVink,
yo that means u need 2 sprites or just math beside

AGK 108 (B)19 + AppGameKit (Steam) V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)

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