Some math for someone to solve
Hi anyone that can solve this for me.
I''m completely brain dead at this point in the day and I need to solve an issue that I have.
I''m working on a game in flash that requires me to rotate some objects.
Basically it''s 2D so not too big an issue, and I have the X and Y vectors already.
What I need to do is work out the ANGLE that I need to rotate the object so it is pointing in the same direction as the vector it is following.
So, simple thing yeah? Well I know that in standard trig all I''d have to do is say Tan Theta = Y / X
All we then need to do is use an Inverse Tan function on the result....
Problem is, Flash doesn''t have inverse Tan, Sin or Cos functions so I need to get another way to do it.
Any solutions would be SOOOOO appreciated in a speedy fashion.
Thanks.
Pyschic
-- Guard your mind. You never know who is listening --
-- That's my $0.02 worth --
Hang on, where I come from, $0.02 is rounded down. Does that mean my opinion is worthless or priceless?
CHROM
Hang on, where I come from, $0.02 is rounded down. Does that mean my opinion is worthless or priceless?
CHROM
An approximation to arctangent can be found with the following exapansion:
arctan(x) = x - ((x ^ 3) / 3) + ((x ^ 5) / 5) - ((x ^ 7) / 7) + ((x ^ 9) / 9)) - ...
This will only converge for x within a certain range, so outside that range you''ll have to use your trignometric identities in order to reduce it to a computation in that range.
arctan(x) = x - ((x ^ 3) / 3) + ((x ^ 5) / 5) - ((x ^ 7) / 7) + ((x ^ 9) / 9)) - ...
This will only converge for x within a certain range, so outside that range you''ll have to use your trignometric identities in order to reduce it to a computation in that range.
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