旋转点大约另一点(2D) [英] Rotating a point about another point (2D)
问题描述
我试图做一个纸牌游戏,卡扇出。现在使用的Allegro API,它具有这样的功能,以显示它林:
I'm trying to make a card game where the cards fan out. Right now to display it Im using the Allegro API which has a function:
al_draw_rotated_bitmap(OBJECT_TO_ROTATE,CENTER_X,CENTER_Y,X
,Y,DEGREES_TO_ROTATE_IN_RADIANS);
所以这个我可以让我的球迷效果容易。这个问题,然后知道哪些卡是下鼠标。要做到这一点,我觉得做一个多边形的碰撞测试。我只是不知道如何旋转4分卡上弥补多边形。基本上,我需要做同样的操作快板。
so with this I can make my fan effect easily. The problem is then knowing which card is under the mouse. To do this I thought of doing a polygon collision test. I'm just not sure how to rotate the 4 points on the card to make up the polygon. I basically need to do the same operation as Allegro.
例如,4个控制点的卡片是:
for example, the 4 points of the card are:
card.x
card.y
card.x + card.width
card.y + card.height
我需要像函数:
I would need a function like:
POINT rotate_point(float cx,float cy,float angle,POINT p)
{
}
感谢
推荐答案
呵呵,很简单。首先减去支点(CX,CY),将其旋转,然后再添加点。
Oh, that's easy.. first subtract the pivot point (cx,cy), then rotate it, then add the point again.
未经测试的:
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;
// rotate point
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;
return p;
}
如果旋转是完全错误的一边围绕我搞砸旋转。在这种情况下,它是:
If the rotation is exactly the wrong side around I've messed up the rotation. In this case it is:
float xnew = p.x * c + p.y * s;
float ynew = -p.x * s + p.y * c;
(我希望有一天我会记住哪条路是正确的)。
(I hope one day I'll remember which way is the correct one).
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