Angle to vector? (opposite of vectorToAngle)
What I want to do, is determine the x.y coordinate at a distance "d" from the center of an object relative to the rotation of that object. In other words, a function that persistently calculates x.y coordinate 64 pixels away relative to Object A facing angle.
In more concrete terms, Object B constrains to Object A's rotation 64 pixels away. Object A can rotate anywhere and Object B will always stay 64 pixels away from Object A at Object A's rotation.
It is important that Object A's rotation can be determined by some other value, so that Object A can freely rotate in any direction at any time, but Object B always stays 64 pixels away from Object A at Object A's rotation.
Example:
- making an arrow with a sharp dangerous tip, where the shaft is Object A and the tip is Object B. Object A shoots forward at an angle, and Object B constrains to be at the top of the shaft as the arrow is moving. (I know how constrain, I just don't know how to find the vector position on an angle)
Ideas?
Best Answer
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Socks London, UK.Posts: 12,822
That's probably one of the most confusing descriptions I've ever read of wanting to constrain two objects together so they both move and rotate as a single object !
Constrain actor B's x position to:
64 * cos (actor A's rotation)+ actor A's position XConstrain actor B's y position to:
64 * sin (actor A's rotation)+ actor A's position YIf you want to position actor B somewhere besides 0° relative to actor A, then you'd need to add an offset to the angle that cos and sin are operating on, which would look like this:
64 * cos ((actor A's rotation)+offset) + actor A's position X
64 * sin ((actor A's rotation)+offset) + actor A's position YP.S 'angle to vector' wouldn't really mean anything, you can't derive anything from an angle other than the value of that angle relative to 0°, angle to vector is a little like being able to work out a calculation from a result.
Answers
Take a look at @Socks' Link Machine: http://forums.gamesalad.com/discussion/62202/linkmachine/p1.
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P.P.S You can quickly arrange actors this way using this project I made:
http://forums.gamesalad.com/discussion/75220/fast-constrain-linkmachine-v2
Semantics has never been one of my strengths. Anyway, this is what I was looking for. Much appreciation to both of you -