}
+//
+// point: The point we're rotating
+// rotationPoint: The point we're rotating around
+//
Point Geometry::RotatePointAroundPoint(Point point, Point rotationPoint, double angle)
{
- Vector v = Vector(point, rotationPoint);
-// Vector v = Vector(rotationPoint, point);
+// Vector v = Vector(point, rotationPoint);
+ Vector v = Vector(rotationPoint, point);
double px = (v.x * cos(angle)) - (v.y * sin(angle));
double py = (v.x * sin(angle)) + (v.y * cos(angle));
}
#endif
+#if 0
// Finds the intersection between two lines (if any)
int Geometry::Intersects(Line * l1, Line * l2, double * tp/*= 0*/, double * up/*= 0*/)
{
return 2;
}
-
+#endif
// should we just do common trig solves, like AAS, ASA, SAS, SSA?
// Law of Cosines: