Coordinates for my Javascript game - based on an angle, when do I use Sin Cos and Tan?

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梦谈多话
梦谈多话 2021-02-06 17:25

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

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  • 2021-02-06 18:05

    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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