I have this simple loop...
Basically should have been step 90 :roll: ...
Though I can draw a nice circle just fine, but I am having trouble calculating where points would be in a square, IE, all 4 corners... I always seem to end up with either 3 or 5 points... like it will draw the first 3 corners of the square, then the 4th ends up near the start of the first one or something mad... other times I basically end up with a hex shape :roll:
The example is mess of course... Basically just adding 320 to X for center screen, 100 Y... then multiple by 150,90 for the diameter of the circle.
Really just trying to do a simple 2D spinning square here, of course I can do the rotate part it seems fine, but can't seem to plot 90deg angles with the thing...
Anyone any ideas how to do a spinning square, am I just going about it all wrong ?!
3D square using sin/cos ?
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exxos
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3D square using sin/cos ?
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sandord
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Re: 3D square using sin/cos ?
First of all, there are 360 degrees in a full circle, not 365.
Second, you need to translate degrees to radians before using them with the sin/cos functions. That basically means dividing the degrees by 360 so it becomes a range of 0..1 and then multiplying it by 2*PI so it becomes a range of 0..2PI.
And, you should use a step of 90 degrees, so you'll get all 4 corners, since 90 * 4 = 360.
Finally, you should use floating point variables (called Reals in STOS, postfixed with a #) because otherwise all your numbers are rounded down to the nearest integer. Keep in mind that working with floating points is much slower than integers on the ST. I used to generate sine tables using GFA basic and use them in assembly to quickly look up a value.
Second, you need to translate degrees to radians before using them with the sin/cos functions. That basically means dividing the degrees by 360 so it becomes a range of 0..1 and then multiplying it by 2*PI so it becomes a range of 0..2PI.
And, you should use a step of 90 degrees, so you'll get all 4 corners, since 90 * 4 = 360.
Finally, you should use floating point variables (called Reals in STOS, postfixed with a #) because otherwise all your numbers are rounded down to the nearest integer. Keep in mind that working with floating points is much slower than integers on the ST. I used to generate sine tables using GFA basic and use them in assembly to quickly look up a value.
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sandord
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Re: 3D square using sin/cos ?
You know, I've never really programmed in STOS. I came about an example that used floating point calculations without the # postfix. I guess that when specifying the constants as 2.0 instead of 2 etc. the interpreter automatically changes the variable you're assigning to into a real. In that case you could omit the #.
I can't try it right now but perhaps you can π
I can't try it right now but perhaps you can π
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exxos
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Re: 3D square using sin/cos ?
Thanks, only just got home, see how long I can stay awake :)
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exxos
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Re: 3D square using sin/cos ?
Bow down in my spinning 2D cube greatness...
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sandord
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Re: 3D square using sin/cos ?
:dualthumbup:
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exxos
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Re: 3D square using sin/cos ?
This is painful .... :lol:
But well, using all the most crappy methods , need to install TML :)
But well, using all the most crappy methods , need to install TML :)
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sandord
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Re: 3D square using sin/cos ?
Well, that's terrific! Show us how you did it? ππ
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exxos
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Re: 3D square using sin/cos ?
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exxos
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Re: 3D square using sin/cos ?
It keep speeding up first time I tried it, but don't know why steem crashes on speed 6 all the time now.. will have to try and see if it does it on a real machine, or use the original stos version to see if there is some bug..
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