Cos() public static method

Returns the cosine of the specified angle in radians.
public static Cos ( float x ) : float
x float Angle to get the cosine of.
return float
示例#1
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        /// <summary>
        ///   Rotates the specified vector counter-clockwise around its origin
        ///   by the specified angle in radians.
        /// </summary>
        /// <remarks>
        ///   See http://stackoverflow.com/questions/4780119/2d-euclidean-vector-rotations for details.
        /// </remarks>
        /// <param name="v">Vector to rotate.</param>
        /// <param name="theta">Angle to rotate by, in radians.</param>
        /// <returns>Rotated vector.</returns>
        public static Vector2F Rotate(Vector2F v, float theta)
        {
            var cos = Angle.Cos(theta);
            var sin = Angle.Sin(theta);

            var newX = v.X * cos - v.Y * sin;
            var newY = v.X * sin + v.Y * cos;

            return(new Vector2F(newX, newY));
        }
 /// <summary>
 ///   Height of a projectile with initial velocity <paramref name="v" /> launched at angle
 ///   <paramref name="theta" /> in radians after it has traveled distance <paramref name="x" />.
 /// </summary>
 /// <param name="x">Position to get the projectile height at.</param>
 /// <param name="theta">Projectile launch angle.</param>
 /// <param name="v">Initial projectile velocity.</param>
 /// <returns>Projectile height after the specified distance.</returns>
 public static float Height(float x, float theta, float v)
 {
     return(x * Angle.Tan(theta) - ((G * (x * x)) / (2 * MathF.Pow(v * Angle.Cos(theta), 2))));
 }
示例#3
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 /// <summary>
 ///   Orthogonally projects <paramref name="v" /> onto a straight line
 ///   parallel to <paramref name="w" />.
 /// </summary>
 /// <remarks>
 ///   See https://en.wikipedia.org/wiki/Vector_projection for details.
 /// </remarks>
 /// <param name="v">Vector to project.</param>
 /// <param name="w">Vector to project onto.</param>
 /// <returns>Projected vector.</returns>
 public static Vector2F Project(Vector2F v, Vector2F w)
 {
     return(v.Length * Angle.Cos(Angle.Between(v, w)) * w.Normalize());
 }