JavaScript coordinates Sin, Cos or Tan? I am trying to learn some basic trigonometry for game development in the web browser. I know the soh cah toa rule etc. I know we are also working between -1 and 1.
I am confused though, I need to work out x and y coordinates separately depending on an angle.
Here is what I have to work out the direction of my angle in x an开发者_运维百科d y, which does work (Thanks to Loktar).
velY = -Math.cos(angle * Math.PI / 180) * thrust;
velX = Math.sin(angle * Math.PI / 180) * thrust;
What I understand from this is I am finding the cos of x and y based on a small formula to convert my angle variable to radians.
But, why does cos need to be used for x and sin for y? Where does tan come into this? Is this to do with the 4 quadrants of a circle?
How do I know when to use sin cos or tan when I am only given an angle and I need to work out where on a circle that angle places using x,y?
Any simple diagrams or explanations would be extremely helpful!
Thanks
Basic Definitions (from your trigonometry book):
cos ϴ = x/h, sin ϴ = y/h
Gratuitous ASCII art to describe x,y,and H :
_
/\ assume we're going this way
/
/|
/ |
h / |
/ | Y
/ |
/ϴ |
+-------
X
A vector can be split into a sum of two vectors. (you can think of this in the diagram as going northeast for H meters is the same as going east for X meters and north for Y meters)
H in this case corresponds to your current thrust. You want to find the X and Y components of that thrust.
since cos ϴ = X / H (basic definition of cosine), we can say (via simple algebra)
X = H * cos ϴ
however, ϴ is assumed to be a radian measure. if you're using degrees, you have to multiply by Math.PI / 180 to get the correct value. hence, you have
ϴ = angle * Math.PI / 180
We're very close! Now our classic definition-of-cosine formula (when translated to our terms) looks like
cos (angle * Math.PI / 180) = X / H
H being our Thrust vector, X being only the horizontal part of our thrust vector.
"Now, wait a minute," you say. "why am I using cosine to calculate the vertical velocity then? Your axes seem flipped to me." Ah, yes. This is standard geometric orientation -- angles are measured as a counter-clockwise rotation from -------->
directly to the right. Your axes are flipped because you are storing your angle as a "clock-angle", i.e. 0 degrees is at 12:00. In order to use the standard geometric equation, we have to mirror our entire universe so that the X and Y axes are flipped. Luckily, the mathematical way to do this is simply to switch all your X's and Y's around in the equations.
standard 'math' coordinate system
_
/\
/
/|
/ | angles increase counterclockwise
h / |
/ | Y
/ |
/ϴ |
+----------- (zero degrees starts here)
(0,0) X
your coordinate system
(zero degrees starts here)
^
| angles increase clockwise
| /
| /
|ϴ/
|/
+
Finally, why is there a negative in the cosine? Because here is the cartesian system where we do our math in
^ y-axis
|
|
+----> x-axis
here is the cartesian system that you are drawing to (probably a canvas)
+------> x-axis
|
|
v y-axis
since the y-axis is facing the other direction, you multiply all y-values by a negative 1 to get the correct orientation
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