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[VECTORS] Rotation without trigonometry

Name: Anonymous 2010-07-03 9:31

How is it done?
Normally, rotating a vector A(x1, y1) through t radians in order to get vector B(x2, y2) is done with
x2 = x1*cos(t) - y1*sin(t),
y2 = x1*sin(t) + y1*cos(t).

But trigonometry is expensive, especially without an FPU, so there must be another way.
I was thinking of something similar to Bresenham's circle algorithm, or perhaps reflecting the vector about the origin or something.

So, uh, how would you do it?

Name: Anonymous 2010-07-04 22:17

>>33
More like the context of the thread was determined by the OP who specifically mentioned he did not have hardware floating point available.

I know it was 31 posts ago, but sheesh.

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