ending location from angle and speed
I'm trying to calculate the ending x,y of my object. I have the starting x,y and the angle in radians and the speed
this is what I'm trying:
the result is almost as if everything is wildly exagerated.
does anyone know how to calculate this correctly?
this is what I'm trying:
Code:
deltaX = cos( rotation ) * speed;
deltaX = startingX * deltaX;
deltaY = sin( rotation ) * speed;
deltaX = startingY * deltaY;the result is almost as if everything is wildly exagerated.
does anyone know how to calculate this correctly?
Seems like you'd want to add deltaX/Y to startingX/Y instead of multiplying them together.
Also, why multiply the *speed* by cos and sin of the angle? What are you trying to do there? Should the translation be affected by rotation?
I usually express this kind of things by matrix multiplication. It scales better to more complex situations.
I usually express this kind of things by matrix multiplication. It scales better to more complex situations.
I have a facing vector instead of a facing angle. The plus side is you don't need to cos and sin constantly, only when they turn. Then when you want to move somebody you just do
movement=[facing scale:speed];
[position add:movement];
I just made up arbitrary function names but you can probably get the point.
When you want to turn all you need to do is rotate the facing vector by X radians negative for a left turn, positive for a right turn. You can rotate a vector using CGAffineTransform functions.
movement=[facing scale:speed];
[position add:movement];
I just made up arbitrary function names but you can probably get the point.
When you want to turn all you need to do is rotate the facing vector by X radians negative for a left turn, positive for a right turn. You can rotate a vector using CGAffineTransform functions.
Kazooless Wrote:I'm trying to calculate the ending x,y of my object. I have the starting x,y and the angle in radians and the speed
this is what I'm trying:
Code:
deltaX = cos( rotation ) * speed;
deltaX = startingX * deltaX;
deltaY = sin( rotation ) * speed;
deltaX = startingY * deltaY;
the result is almost as if everything is wildly exagerated.
does anyone know how to calculate this correctly?
I assume this is so that you can move an object on an angle? if so you can use the following code
Code:
deltaY = sin (rotation) * speed; //this finds the y travel distance
finalY = startingY + deltaY; // this is the location of object on the y plane
deltaX = cos (rotation) * speed; //this finds the x travel distance
finalX = startingY + deltaY;It's basic trigonometry where the speed is the hypoteneuse and the y is "Opposite" and x is "Adjacent".
looking at a clock 3 o'clock would be 0 (or 360) degree, 12 - 90 (or -270) degrees, 9 - 180 (or -180) degrees, 6 - 270 (or -90) degrees.
speed * cos (rotation)
masdest Wrote:I assume this is so that you can move an object on an angle? if so you can use the following code
Code:
deltaY = sin (rotation) * speed; //this finds the y travel distance
finalY = startingY + deltaY; // this is the location of object on the y plane
deltaX = cos (rotation) * speed; //this finds the x travel distance
finalX = startingY + deltaY;
It's basic trigonometry where the speed is the hypoteneuse and the y is "Opposite" and x is "Adjacent".
looking at a clock 3 o'clock would be 0 (or 360) degree, 12 - 90 (or -270) degrees, 9 - 180 (or -180) degrees, 6 - 270 (or -90) degrees.
speed * cos (rotation)
That last line should read:
Code:
finalX = startingX + deltaX;
Possibly Related Threads...
| Thread: | Author | Replies: | Views: | Last Post | |
| Formula for converting angle to vector? | komirad | 2 | 8,092 |
Jul 29, 2011 07:29 AM Last Post: ThemsAllTook |
|
| Question Regarding the Reflect Angle of a Transition | iBaby | 3 | 3,048 |
Apr 27, 2010 03:15 PM Last Post: JustinFic |
|
| polling mouse location? | alloca | 1 | 2,213 |
Jan 22, 2009 04:14 PM Last Post: ThemsAllTook |
|
| Angle between two points? | Graphic Ace | 6 | 4,685 |
Nov 8, 2008 12:11 PM Last Post: macnib |
|
| calculating X and Y coordinates w/ an angle and distance | ferum | 13 | 12,720 |
Jun 25, 2008 10:53 PM Last Post: rosenth |
|

