2D Euclidean vector rotations

111,342

Solution 1

you should remove the vars from the function:

x = x * cs - y * sn; // now x is something different than original vector x
y = x * sn + y * cs;

create new coordinates becomes, to avoid calculation of x before it reaches the second line:

px = x * cs - y * sn; 
py = x * sn + y * cs;

Solution 2

Rotating a vector 90 degrees is particularily simple.

(x, y) rotated 90 degrees around (0, 0) is (-y, x).

If you want to rotate clockwise, you simply do it the other way around, getting (y, -x).

Solution 3

Rotate by 90 degress around 0,0:

x' = -y
y' = x

Rotate by 90 degress around px,py:

x' = -(y - py) + px
y' = (x - px) + py

Solution 4

Sounds easier to do with the standard classes:

std::complex<double> vecA(0,1);
std::complex<double> i(0,1); // 90 degrees
std::complex<double> r45(sqrt(2.0),sqrt(2.0));
vecA *= i;
vecA *= r45;

Vector rotation is a subset of complex multiplication. To rotate over an angle alpha, you multiply by std::complex<double> { cos(alpha), sin(alpha) }

Solution 5

You're calculating the y-part of your new coordinate based on the 'new' x-part of the new coordinate. Basically this means your calculating the new output in terms of the new output...

Try to rewrite in terms of input and output:

vector2<double> multiply( vector2<double> input, double cs, double sn ) {
  vector2<double> result;
  result.x = input.x * cs - input.y * sn;
  result.y = input.x * sn + input.y * cs;
  return result;
}

Then you can do this:

vector2<double> input(0,1);
vector2<double> transformed = multiply( input, cs, sn );

Note how choosing proper names for your variables can avoid this problem alltogether!

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111,342
deceleratedcaviar
Author by

deceleratedcaviar

Updated on July 09, 2022

Comments

  • deceleratedcaviar
    deceleratedcaviar almost 2 years

    I have a euclidean vector a sitting at the coordinates (0, 1). I want to rotate a by 90 degrees (clockwise) around the origin: (0, 0).

    If I have a proper understanding of how this should work, the resultant (x, y) coordinates after the rotation should be (1, 0). If I were to rotate it by 45 degrees (still clockwise) instead, I would have expected the resultant coordinates to be (0.707, 0.707).

    theta = deg2rad(angle);
    
    cs = cos(theta);
    sn = sin(theta);
    
    x = x * cs - y * sn;
    y = x * sn + y * cs;
    

    Using the above code, with an angle value of 90.0 degrees, the resultant coordinates are: (-1, 1). And I am so damn confused. The examples seen in the following links represent the same formula shown above surely?

    What have I done wrong? Or have I misunderstood how a vector is to be rotated?

  • deceleratedcaviar
    deceleratedcaviar over 13 years
    Oh god, I needed fresh eyes... again something so obvious... Thanks mate (works a beaut, 2 hours later... haha)
  • Caspar Kleijne
    Caspar Kleijne over 13 years
    when you execute x = x * cs - y * sn;, it gives a different value to x in y = x * sn + y * cs, so the x will "derail"
  • Keith Irwin
    Keith Irwin over 13 years
    @Daniel: The x in the second statement had had its value changed by the time you used it to calculate the value for y. So, essentially, you calculated the x coordinate for rotating (0,1) (which is -1). Then you stored this in the x coordinate giving (-1,1) and then you calculated the y coordinate for rotating (-1,1) (which should actually be -1, so I'm not sure how you got (-1,1) rather than (-1,-1) ). The correct answer, by the way, isn't (1,0), it's (-1,0) since rotation by positive angles is counterclockwise when view from above.
  • Jeff Linahan
    Jeff Linahan almost 10 years
    note that this method does not need to compute sines or cosines
  • MSalters
    MSalters almost 10 years
    TBH that's because r45 is precalculated.
  • Jordan Miner
    Jordan Miner almost 8 years
    +1. To anyone rotating a 2D vector for a computer screen: this answer assumes the y axis is pointing up as in math. If it is points down as on computer screens, then clockwise and counterclockwise are reversed. (-y, x) is clockwise and (y, -x) is counterclockwise.
  • CPayne
    CPayne over 6 years
    This YouTube series will give you a deep an intuitive understanding for rotation/change of basis!