Path: chuka.playstation.co.uk!news From: "Nick Slaven" Newsgroups: scee.yaroze.beginners Subject: Re: angles, angles Date: Sat, 21 Nov 1998 17:40:14 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 40 Message-ID: <736vpv$ekm8@chuka.playstation.co.uk> References: <72spa7$dvm12@chuka.playstation.co.uk> <72sr28$dvm13@chuka.playstation.co.uk> <3652971c.228584498@news.playstation.co.uk> <731up3$olq9@chuka.playstation.co.uk> NNTP-Posting-Host: mfs-pci-bqk-vty15.as.wcom.net X-Newsreader: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Darren Jackson wrote in message <731up3$olq9@chuka.playstation.co.uk>... >I understand the maths, no problem, its just the fixed point trig that I am >trying to get my head around. >At the moment I am trying to use the rotation element of the sprite >structure to give me an angle ? And then using this in the trig equations to >give x and y. But what do I have to do to the rotation value to make it >meaningful to use in trig. > >ONE=4096=1degree, right? for sprite rotation 4096=1 degree for rotation transforms in 3D space 4096=360 degrees does anyone know why this is like this?? I wrote trig lib with 4096=360 degrees for the PSX functions. and the function values in fixed point where 4096=1.0 eg sin(45deg)=0.707 using trig lib SinD(45)=0.707*4096=2897 SinP(512)=2897 ASinD(2897)=45; // mul by 4096 to use in sprite stuff ASinP(2897)=512; // mul by 360 to use in sprite stuff in trig lib the PSX functions are quicker as the degree functions all do a conversion 1st on the angle to get it in PSX units. cheers Nick S