2D Projectile - Updating my x and y values? - c++

I'm building a small physics engine that launches a projectile with a given angle and velocity, and tracks and displays the velocity/position vectors at each time interval. At the moment, my position value vars.posNew seems to be updating, but I can't get my vars.x and vars.y values to update.
Here's my code:
#include <iostream>
using namespace std;
#define PI 3.14159265359
struct vecVariables {
float v = 0, a = -9.81;
float posNew = 0, posOld = 0;
float x, y;
float theta = 45; // our start angle is 45
float u = 20; // our start velocity is 20
};
int main() {
float deltaT = 0.01;
vecVariables vars; // creates an object for Variables to be used
while (deltaT <= 1) {
deltaT += 0.01;
vars.v = vars.u + vars.a * deltaT; // gets the velocity V
vars.posNew = vars.posOld + vars.v * deltaT; // gets position D
vars.x = vars.u * cos(vars.theta * PI / 180); // <-- I'm going wrong somewhere here
vars.y = vars.u * sin(vars.theta* PI / 180);
cout << "velocity vec = [" << vars.x << " , " << vars.y << "]" << endl; // velocity on x,y
cout << "pos = "<< vars.posNew << endl; // display position
vars.posOld = vars.posNew;
getchar();
}
}
I'm aware that the values being put into vars.x and vars.y are constant values, which leads me to simply believe that I have applied the wrong formula to calculate these values, or am I just missing one thing?

Well vars.x and vars.y are calculated using vars.u that never changes. Try using v(new velocity if I understand right):
vars.x = vars.v * cos(vars.theta * PI / 180);
vars.y = vars.v * sin(vars.theta* PI / 180);
I think you want to use v instead of u, since v is new velocity. Not sure about vars.theta, should it change over time? Also is it correct that first time you calculate vars.x and vars.y it is done with new velocity or should it be done with the starting value at first run. Perhaps consider adding one more variable so you can store values from one run earlier. If I tangled my answer to much let me know ;)

Related

Using The Dot Product to determine whether an object is on the left hand side or right hand side of the direction of the object

so I currently am trying to create some method which when taking in a simulation vehicles position, direction, and an objects position, Will determine whether or not the object lies on the right and side or left hand side of that vehicles direction. This is what i have implemented so far (Note I am in a 2D co-ord system):
This is the code block that uses the method
void Class::leftOrRight()
{
// Clearing both _lhsCones and _rhsCones vectors
_rhsCones.clear();
_lhsCones.clear();
for (int i =0; i < _cones.size(); i++)
{
if (dotAngleFromYaw(_x, _y, _cones[i].x(), _cones[i].y(), _yaw) > 0)
{
_lhsCones.push_back(_cones[i]);
}
else
{
_rhsCones.push_back(_cones[i]);
}
}
return;
}
This is the code block which computes the angle
double Class::dotAngleFromYaw(double xCar, double yCar, double xCone, double yCone, double yawCar)
{
double iOne = cos(yawCar);
double jOne = sin(yawCar);
double iTwo = xCone - xCar;
double jTwo = yCone - yCar;
//ensure to normalise the vector two
double magTwo = std::sqrt(std::pow(iTwo, 2) + std::pow(jTwo, 2));
iTwo = iTwo / magTwo;
jTwo = jTwo / magTwo;
double theta = acos((iOne * iTwo) + (jOne * jTwo)); // in radians
return theta;
}
My issue with this is that dotAngleFromYaw(0,0,0,1,0) = +pi/2 and dotAngleFromYaw(0,0,0,-1,0) = +pi/2 hence the if statements fail to sort the cones.
Any help would be great
*Adjustments made from comment suggestions
I have change the sort method as follows
double Class::indicateSide(double xCar, double yCar, double xCone, double yCone, double yawCar)
{
// Compute the i and j compoents of the yaw measurment as a unit vector i.e Vector Mag = 1
double iOne = cos(yawCar);
double jOne = sin(yawCar);
// Create the Car to Cone Vector
double iTwo = xCone - xCar;
double jTwo = yCone - yCar;
//ensure to normalise the vCar to Cone Vector
double magTwo = std::sqrt(std::pow(iTwo, 2) + std::pow(jTwo, 2));
iTwo = iTwo / magTwo;
jTwo = jTwo / magTwo;
// // Using the transformation Matrix with Theta = yaw (angle in radians) transform the axis to the augmented 2D space
// double Ex = cos(yawCar)*iOne - sin(yawCar)*jOne;
// double Ey = sin(yawCar)*iOne + cos(yawCar)*jOne;
// Take the Cross Product of < Ex, 0 > x < x', y' > where x', y' have the same location in the simulation space.
double result = iOne*jTwo - jOne*iTwo;
return result;
}
However I still am having issues defining the left and right, note that I have also become aware that objects behind the vehicle are still passed to every instance of the array of objects to be evaluated and hence I have implemented a dot product check elsewhere that seems to work fine for now, which is why I have not included it here I can make another adjustment to the post to include said code. I did try to implement the co-ordinate system transformation however i did not see improvements compared to when the added lines are not commented out and implemented.
Any further feedback is greatly appreciated
If the angle does not matter and you only want to know whether "left or right" I'd go for another approach.
Set up a plane that has xCar and yCar on its surface. When setting it up it's up to you how to define the plane's normal i.e. the side its facing to.
After that you can apply the dot-product to determine the 'sign' indicating which side it's on.
Note that dot product does not provide information about left/right position.
Sign of dot product says whether position is ahead or backward.
To get left/right side, you need to check sign of cross product
cross = iOne * jTwo - jOne * iTwo
(note subtraction and i/j alternation)
To see the difference between dot and cross product info:
Quick test. Mathematical coordinate system (CCW) is used (left/right depends on CW/CCW)
BTW, in kinematics simulations it is worth to store components of direction vector rather than angle.
#define _USE_MATH_DEFINES // для C++
#include <cmath>
#include <iostream>
void check_target(float carx, float cary, float dirx, float diry, float tx, float ty) {
float cross = (tx - carx) * diry - (ty - cary) * dirx;
float dot = (tx - carx) * dirx + (ty - cary) * diry;
if (cross >= 0) {
if (dot >= 0)
std::cout << "ahead right\n";
else
std::cout << "behind right\n";
}
else {
if (dot >= 0)
std::cout << "ahead left\n";
else
std::cout << "behind left\n";
}
}
int main()
{
float carx, cary, car_dir_angle, dirx, diry;
float tx, ty;
carx = 1;
cary = 1;
car_dir_angle = M_PI / 4;
dirx = cos(car_dir_angle);
diry = sin(car_dir_angle);
check_target(carx, cary, dirx, diry, 2, 3);
check_target(carx, cary, dirx, diry, 2, 1);
check_target(carx, cary, dirx, diry, 1, 0);
check_target(carx, cary, dirx, diry, 0, 1);
}

transform syntax and structures containing vectors c++

I have a problem with the syntax of the function std::transform. So, I have a structure AirportInfo that contains information about the airports. Every structure is then arranged in a dictionary, so that they have unique IDs. In the structure there is a vector of pairs m_routes which contains the ID of the destination airport and also whether the flight is direct or not. (In this case only direct flight are to be considered, because all non-direct flights have already been deleted, so the second item of the pair will always be 0). The function calculateDistanceBetween returns the distance between 2 airports, by knowing their coordinates, that are being stored also in the structure in pos. Now I have to calculate the distance for every route, but I cannot get over the syntax :( Any Help will be appreciated, Thank you!
This piece of code works
// Calculates the distance between two points on earth specified by longitude/latitude.
// Function taken and adapted from http://www.codeproject.com/Articles/22488/Distance-using-Longitiude-and-latitude-using-c
float calculateDistanceBetween(float lat1, float long1, float lat2, float long2)
{
// main code inside the class
float dlat1 = lat1 * ((float)M_PI / 180.0f);
float dlong1 = long1 * ((float)M_PI / 180.0f);
float dlat2 = lat2 * ((float)M_PI / 180.0f);
float dlong2 = long2 * ((float)M_PI / 180.0f);
float dLong = dlong1 - dlong2;
float dLat = dlat1 - dlat2;
float aHarv = pow(sin(dLat / 2.0f), 2.0f) + cos(dlat1) * cos(dlat2) * pow(sin(dLong / 2), 2);
float cHarv = 2 * atan2(sqrt(aHarv), sqrt(1.0f - aHarv));
// earth's radius from wikipedia varies between 6,356.750 km and 6,378.135 km
// The IUGG value for the equatorial radius of the Earth is 6378.137 km
const float earth = 6378.137f;
return earth * cHarv;
}
struct AirportInfo
{
std::string m_name;
std::string m_city;
std::string m_country;
float pos[2]; // x: latitude, y: longitude
std::vector<std::pair<int, int>> m_routes; // dest_id + numStops
std::vector<float> m_routeLengths;
float m_averageRouteLength;
};
Here is what causes the trouble:
//- For each route in AirportInfo::m_routes, calculate the distance between start and destination. Store the results in AirportInfo::m_routeLengths. Use std::transform() and calculateDistanceBetween().
void calculateDistancePerRoute(std::map<int, AirportInfo>& airportInfo)
{ //loop all structures
for(int i = 0; i < airportInfo.size(); i++ ){
// START END SAVE
std::transform(airportInfo[i].pos[0], airportInfo[i].pos[1], /*...*/ , airportInfo[i].m_routeLengths.begin(),
calculateDistanceBetween);
}
std::cout << "Calculate distance for each route" << std::endl;
}
Use std::back_inserter(airportInfo[i].m_routeLengths) (and if performance is important, reserve vector sizes in advance), instead of airportInfo[i].m_routeLengths.begin(). Also, iterating by index when there is nothing "enforcing" that the indecies in the map are going from 0...map.size() is not safe, you should prefer using a vector for the shown usecase.
I think this is something like what you want:
void calculateDistancePerRoute(std::map<int, AirportInfo>& airportInfo)
{
for(int i = 0; i < airportInfo.size(); i++ )
{
float currentPosX = airportInfo.at(i).pos[0];
float currentPosY = airportInfo.at(i).pos[1];
std::transform(airportInfo.begin(), airportInfo.end(), std::back_inserter(airportInfo.at(i).m_routeLengths), [&] (const auto& otherAirport)
{
return calculateDistanceBetween(currentPosX, currentPosY, otherAirport.second.pos[0], otherAirport.second.pos[1]);
});
}
}
Example in Godbolt

Is there a method to either recalculate and equation in terms of a different variable?

I am currently a senior in AP Calculus BC and have taken the challenge of replicating a topic in C++ Qt. This topic covers integrals as area beneath a curve, and rotations of said areas to form a solid model with a definite volume.
I have successfully rotated a custom equation defined as:
double y = abs(qSin(qPow(graphXValue,graphXValue))/qPow(2, (qPow(graphXValue,graphXValue)-M_PI/2)/M_PI))
OR
My question is how to rotate such an equation around the Y-Axis instead of the X-Axis. Are there any methods to approximate the solving of this equation in terms of y instead of x? Are there any current implementations of such a task?
Keep in mind, I am calculating each point for the transformation in a 3D coordinate system:
for (float x = 0.0f; x < t_functionMaxX - t_projectionStep; x+=t_projectionStep)
{
currentSet = new QSurfaceDataRow;
nextSet = new QSurfaceDataRow;
float x_pos_mapped = x;
float y_pos_mapped = static_cast<float>(ui->customPlot->graph(0)->data()->findBegin(static_cast<double>(x), true)->value);
float x_pos_mapped_ahead = x + t_projectionStep;
float y_pos_mapped_ahead = static_cast<float>(graph1->data()->findBegin(static_cast<double>(x + t_projectionStep), true)->value);
QList<QVector3D> temp_points;
for (float currentRotation = static_cast<float>(-2*M_PI); currentRotation < static_cast<float>(2*M_PI); currentRotation += static_cast<float>((1) * M_PI / 180))
{
float y_pos_calculated = static_cast<float>(qCos(static_cast<qreal>(currentRotation))) * y_pos_mapped;
float z_pos_calculated = static_cast<float>(qSin(static_cast<qreal>(currentRotation))) * y_pos_mapped;
float y_pos_calculated_ahead = static_cast<float>(qCos(static_cast<qreal>(currentRotation))) * y_pos_mapped_ahead;
float z_pos_calculated_ahead = static_cast<float>(qSin(static_cast<qreal>(currentRotation))) * y_pos_mapped_ahead;
QVector3D point(x_pos_mapped, y_pos_calculated, z_pos_calculated);
QVector3D point_ahead(x_pos_mapped_ahead, y_pos_calculated_ahead, z_pos_calculated_ahead);
*currentSet << point;
*nextSet << point_ahead;
temp_points << point;
}
*data << currentSet << nextSet;
points << temp_points;
}
Essentially, you rotate the vector (x,f(x),0) around the Y axis, so the Y value remains the same but the X and Y parts vary according to rotation.
I also replaced all the static_cast<float> parts by explicit invocations of the float constructor, which (I find) reads a bit better.
// Render the upper part, grow from the inside
for (float x = 0.0f; x < t_functionMaxX - t_projectionStep; x+=t_projectionStep)
{
currentSet = new QSurfaceDataRow;
nextSet = new QSurfaceDataRow;
float x_pos_mapped = x;
float y_pos_mapped = float(ui->customPlot->graph(0)->data()->findBegin(double(x), true)->value);
float x_pos_mapped_ahead = x + t_projectionStep;
float y_pos_mapped_ahead = float(graph1->data()->findBegin(double(x + t_projectionStep), true)->value);
QList<QVector3D> temp_points;
for (float currentRotation = float(-2*M_PI); currentRotation < float(2*M_PI); currentRotation += float((1) * M_PI / 180))
{
float x_pos_calculated = float(qCos(qreal(currentRotation))) * x_pos_mapped;
float z_pos_calculated = float(qSin(qreal(currentRotation))) * x_pos_mapped;
float x_pos_calculated_ahead = float(qCos(qreal(currentRotation))) * x_pos_mapped_ahead;
float z_pos_calculated_ahead = float(qSin(qreal(currentRotation))) * x_pos_mapped_ahead;
QVector3D point(x_pos_calculated, y_pos_mapped, z_pos_calculated);
QVector3D point_ahead(x_pos_calculated_ahead, y_pos_mapped_ahead, z_pos_calculated_ahead);
*currentSet << point;
*nextSet << point_ahead;
temp_points << point;
}
*data << currentSet << nextSet;
points << temp_points;
}
Next, you need to add the bottom "plate". This is simply a bunch of triangles that connect (0,0,0) with two adjacent points of the rotation of (1,0,0) around the Y axis, just like we did above.
Finally, if f(t_functionmaxX) is not zero, you need to add a side that connects (t_functionmaxX, f(t_functionmaxX), 0) to (t_functionmaxX, 0, 0), again rotating in steps around the Y axis.
Note that this will do weird things if y < 0. How you want to solve that is up to you.

Repulsion Vector

I am trying to implement a basic AI for a Turrets game in SFML and C++ and I have some problems.
This AI follows some waypoints stablished in a Bezier Courve.
In first place, this path was followed only by one enemy. For this purpose, the enemy has to calculate his distance between his actual position
to the next waypoint he has to pick.
If the distance is less than a specific value we stablish, then, we get to the next point. This will repeat until the final destination is reached. (in the submitting code, forget about the var m_go)
Okay, our problem gets when we spawn several enemies and all have to follow the same path, because it produces a bad visual effect (everyone gets upside another).
In order to solve this visual problem, we have decided to use a repulsion vector. The calculus gets like this: representation of what we want
As you can see, we calculate the repulsion vector with the inverse of the distance between the enemy and his nearest neighbor.
Then, we get it applying this to the "theorical" direction, by adding it, and we get a resultant, which is the direction that
our enemy has to follow to not "collide" with it's neighbors.
But, our issue comes here:
The enemys get sepparated in the middle of the curve and, as we spawn more enemys, the speed of all of them increases dramatically (including the enemies that don't calculate the repuslion vector).
1 - Is it usual that this sepparation occours in the middle of the trajectory?
2 - Is it there a way to control this direction without the speed getting affected?
3 - Is it there any alternative to this theory?
I submit the code below (There is a variable in Spanish [resultante] which it means resultant in English):
if (!m_pathCompleted) {
if (m_currentWP == 14 && m_cambio == true) {
m_currentWP = 0;
m_path = m_pathA;
m_cambio = false;
}
if (m_neighbors.size() > 1) {
for (int i = 0; i < m_neighbors.size(); i++) {
if (m_enemyId != m_neighbors[i]->GetId()) {
float l_nvx = m_neighbors[i]->GetSprite().getPosition().x - m_enemySprite.getPosition().x;
float l_nvy = m_neighbors[i]->GetSprite().getPosition().y - m_enemySprite.getPosition().y;
float distance = std::sqrt(l_nvx * l_nvx + l_nvy * l_nvy);
if (distance < MINIMUM_NEIGHBOR_DISTANCE) {
l_nvx *= -1;
l_nvy *= -1;
float l_vx = m_path[m_currentWP].x - m_enemySprite.getPosition().x;
float l_vy = m_path[m_currentWP].y - m_enemySprite.getPosition().y;
float l_resultanteX = l_nvx + l_vx;
float l_resultanteY = l_nvy + l_vy;
float l_waypointDistance = std::sqrt(l_resultanteX * l_resultanteX + l_resultanteY * l_resultanteY);
if (l_waypointDistance < MINIMUM_WAYPOINT_DISTANCE) {
if (m_currentWP == m_path.size() - 1) {
std::cout << "\n";
std::cout << "[GAME OVER]" << std::endl;
m_go = false;
m_pathCompleted = true;
} else {
m_currentWP++;
}
}
if (l_waypointDistance > MINIMUM_WAYPOINT_DISTANCE) {
l_resultanteX = l_resultanteX / l_waypointDistance;
l_resultanteY = l_resultanteY / l_waypointDistance;
m_enemySprite.move(ENEMY_SPEED * l_resultanteX * dt, ENEMY_SPEED * l_resultanteY * dt);
}
} else {
float vx = m_path[m_currentWP].x - m_enemySprite.getPosition().x;
float vy = m_path[m_currentWP].y - m_enemySprite.getPosition().y;
float len = std::sqrt(vx * vx + vy * vy);
if (len < MINIMUM_WAYPOINT_DISTANCE) {
if (m_currentWP == m_path.size() - 1) {
std::cout << "\n";
std::cout << "[GAME OVER]" << std::endl;
m_go = false;
m_pathCompleted = true;
} else {
m_currentWP++;
}
}
if (len > MINIMUM_WAYPOINT_DISTANCE) {
vx = vx / len;
vy = vy / len;
m_enemySprite.move(ENEMY_SPEED * vx * dt, ENEMY_SPEED * vy * dt);
}
}
}
}
} else {
float vx = m_path[m_currentWP].x - m_enemySprite.getPosition().x;
float vy = m_path[m_currentWP].y - m_enemySprite.getPosition().y;
float len = std::sqrt(vx * vx + vy * vy);
if (len < MINIMUM_WAYPOINT_DISTANCE) {
if (m_currentWP == m_path.size() - 1) {
std::cout << "\n";
std::cout << "[GAME OVER]" << std::endl;
m_go = false;
m_pathCompleted = true;
} else {
m_currentWP++;
}
}
if (len > MINIMUM_WAYPOINT_DISTANCE) {
vx = vx / len;
vy = vy / len;
m_enemySprite.move(ENEMY_SPEED * vx * dt, ENEMY_SPEED * vy * dt);
}
}
}
I will try to answer your questions one by one, but first, I don't see anything terribly wrong in the code, so it could be simply a set of non contemplated situations.
1 - Is it usual that this sepparation occours in the middle of the
trajectory?
Well, you're applying repulsion forces to every enemy based on distance of near enough others. If something weird happens or if you're moving them more than necessary, could result on a considerable deviation from their original trajectory.
2 - Is it there a way to control this direction without the speed
getting affected?
In this line
m_enemySprite.move(ENEMY_SPEED * l_resultanteX * dt, ENEMY_SPEED * l_resultanteY * dt);
we see you're, in fact, applying that repulsion force based on l_resultante vector. That vector depends directly on l_nv (repulsion vector), which its module (or length) is proportional to the distance between this (enemy you are processing now) and other (the neighbor). As you're multiplying this vector by the speed of the enemy (a constant value), greater the distance, greater the force applied and more separation will be between them.
I suggest you to:
Normalize the vector l_nv (Easier): This is, force it to have module 1. With this solution every enemy will be pushed with the same force (basically ENEMY_SPEED) but in proper direction.
Inverse the vector l_nv (Little harder): If you apply this vector inversely proportional to the distance (module = 1/distance), they will behave the opposite and they will be pushed less if they are farther from each other.
Also consider that you are applying forces consecutively and you're making them effective by every neighbor processed. This implies something undesirable. If you push an enemy, this force could move it into a location where a future enemy (in the for loop) could push it maybe more than before. If this effect concatenates several times, could trigger a chain reaction where your enemy is pushed more and more. This effect will be amplified if you're applying the forces proportional to the distance.
3 - Is it there any alternative to this theory?
I actually run out of ideas, but I left this space here if someone want to edit the answer and suggest something

difficulty calculating angle of a point on a circle

I'm having a bit of trouble with the geometry for a function I'm writing. I have a class that contains various sprites. This container class needs to be able to move, rotate, and scale while keeping all the child sprite's relative position, rotation, and scale intact.
I'm running into issues when rotating the container. The angle calculated by atan2 seems to be random. I wrote a simple console application that does and outputs the math behind a function I'm using (it's hard to properly show the code, as it relies on various outside sources). I did this to make sure it wasn't another part of the code causing my error. But my results are the same with the console application. Here is the code (it's stand-alone. you can easily run it)
#include<math.h>
#include<iostream>
using namespace std;
int main()
{
float containerX = 0;
float containerY = 0;
float childX = 10;
float childY = 0;
for(int i = 0; i <= 360; i += 36)
{
float radius = sqrt(pow(containerX - childX, 2) + pow(containerY - childY, 2));
float angle = atan2 (containerY - childY, containerX - childX);
float newAngle = angle + (i / 180.0 * 3.14);
childX = containerX + radius * cos(newAngle);
childY = containerY + radius * sin(newAngle);
std::cout << "New angle: " << newAngle * 180.0 / 3.14 << " New Position: " << childX << ", " << childY << std::endl;
}
while(1!=2) {} // This line is so I can read the console output
return 0;
}
My output is as follows:
New angle: 180.091 New Position: -10, -8.74228e-007
New angle: 36 New Position: 8.09204, 5.87528
New angle: -72.0913 New Position: 3.08108, -9.51351
New angle: 216 New Position: -8.10139, -5.86238
New angle: 179.909 New Position: -9.99995, 0.0318542
New angle: 179.817 New Position: -9.99988, 0.0477804
New angle: 215.726 New Position: -8.12931, -5.8236
New angle: 287.635 New Position: 3.00522, -9.53775
New angle: 395.543 New Position: 8.15704, 5.78469
New angle: 179.27 New Position: -9.99897, 0.143339
New angle: 359.178 New Position: 9.99846, -0.175189
I know that the problem has something to do with me calculating the angle with atan2, since if I just convert i to radians (i is iterating through degrees 0 and 360 in increments of 36) and pass that to cos and sin, I get points in order around the circle. If I use my "newAngle" variable though, I get random points around the circumference of the circle (bottom left, rop right, near bottom left, left of circle, right of circle, etc)
Thanks for reading this. I really appreciate it. I'm totally stuck. Any help would be wonderful.
float angle = atan2 (containerY - childY, containerX - childX);
float newAngle = angle + (i / 180.0 * 3.14);
In the first line, you're getting the new angle. In the second line, you're not just adding 36 degrees, instead you're adding i degrees, so in every iteration the code is adding an increasing angle to the new angle which itself is already increasing, hence the sporadic behavior.
Two different solutions:
1) Replace the first line with
float angle = 3.14159; // allow the loop to add to it
or
2) Change the i to a 36 in the line
float newAngle = angle + (36 / 180.0 * 3.14);
Don't do both! Choose one.
float angle = atan2 (containerY - childY, containerX - childX);
Make it
float angle = atan2 (childY - containerY, childX - containerX);
As originally written, you are flipping the child coordinates around the center of rotation on every iteration (in other words, adding an extra 180 degrees offset). You could see this easily if you don't adjust the angle at all: float newAngle = angle;. Your coordinates would oscillate between -10 and 10.
I hinted at it in my comment, but this is how you could have broken down your issue to see the problem: http://ideone.com/nTGXuv
#include <cmath>
#include <iostream>
#include <utility>
std::pair<float, float> rotate(std::pair<float, float> origin, std::pair<float, float> start, unsigned int degrees)
{
std::pair<float, float> diff = std::make_pair(start.first - origin.first, start.second - origin.second);
float currentAngle = ::atan2(diff.second, std::abs(diff.first));
float newAngle = currentAngle + (degrees / 180.0 * 3.1415926539);
float radius = std::sqrt(diff.first * diff.first + diff.second * diff.second);
float cosAngle = ::cos(newAngle);
float sinAngle = ::sin(newAngle);
float x = origin.first + radius * cosAngle;
float y = origin.second + radius * sinAngle;
return std::make_pair(x, y);
}
int main()
{
std::pair<float, float> origin = std::make_pair(0.0, 0.0);
std::pair<float, float> start = std::make_pair(1.0, 0.0);
const unsigned int degrees = 45;
for (unsigned int i = 0; i < 360; i += degrees)
{
std::pair<float, float> newPos = rotate(origin, start, i);
std::cout << "Rotated to " << i << " degrees: (" << newPos.first << ", " << newPos.second << ")" << std::endl;
}
return 0;
}