正确的三角用于旋转点围绕原点 [英] Proper Trigonometry For Rotating A Point Around The Origin
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问题描述
执行下列任一下面的方法用于旋转点的正确数学?如果是这样,哪一个是正确的?
POINT rotate_point(浮点CX,CY浮动,浮动角度,点P)
{
浮S =罪(角);
浮C = COS(角度); //回翻译点原点:
p.x - = CX;
p.y - = CY; // 哪一个是对的:
// 这个?
浮xnew = p.x * C - p.y * S;
浮ynew = p.x * S + p.y * C;
// 或这个?
浮xnew = p.x * C + p.y * S;
浮ynew = -p.x * S + p.y * C; //翻译点回:
p.x = xnew + CX;
p.y = ynew + CY;
}
解决方案
这要看你如何定义角度
。如果它是逆时针方向测量(这是数学约定),则正确的旋转是您的第一个:
//这个?
浮xnew = p.x * C - p.y * S;
浮ynew = p.x * S + p.y * C;
但如果是顺时针测量,然后第二个是正确的:
//或那样吗?
浮xnew = p.x * C + p.y * S;
浮ynew = -p.x * S + p.y * C;
Do either of the below approaches use the correct mathematics for rotating a point? If so, which one is correct?
POINT rotate_point(float cx,float cy,float angle,POINT p)
{
float s = sin(angle);
float c = cos(angle);
// translate point back to origin:
p.x -= cx;
p.y -= cy;
// Which One Is Correct:
// This?
float xnew = p.x * c - p.y * s;
float ynew = p.x * s + p.y * c;
// Or This?
float xnew = p.x * c + p.y * s;
float ynew = -p.x * s + p.y * c;
// translate point back:
p.x = xnew + cx;
p.y = ynew + cy;
}
解决方案
It depends on how you define angle
. If it is measured counterclockwise (which is the mathematical convention) then the correct rotation is your first one:
// This?
float xnew = p.x * c - p.y * s;
float ynew = p.x * s + p.y * c;
But if it is measured clockwise, then the second is correct:
// Or This?
float xnew = p.x * c + p.y * s;
float ynew = -p.x * s + p.y * c;
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