The points on the circle around the corner are not evenly distributed
Given:
x = start X + radius * Cos (angle);
y = start Y + radius * Sin (angle);
Why won't the points be evenly spaced around the edge of the circle?
Result image:
class Circle
{
public Vector2 Origin { get; set; }
public float Radius { get; set; }
public List<Vector2> Points { get; set; }
private Texture2D _texture;
public Circle(float radius, Vector2 origin, ContentManager content)
{
Radius = radius;
Origin = origin;
_texture = content.Load<Texture2D>("pixel");
Points = new List<Vector2>();
//i = angle
for (int i = 0; i < 360; i++)
{
float x = origin.X + radius * (float)Math.Cos(i);
float y = origin.Y + radius * (float)Math.Sin(i);
Points.Add(new Vector2(x, y));
}
}
public void Draw(SpriteBatch spriteBatch)
{
for (int i = 0; i < Points.Count; i++)
spriteBatch.Draw(_texture, Points[i], new Rectangle(0, 0, _texture.Width, _texture.Height), Color.Red);
}
}
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2 answers
Points:
1) The Math.Trig functions use radians, not degrees.
2) For that kind of precision, you'd be better off using double
instead float
.
3) Professional computer graphics / games avoid costly functions such as Sin and Cos, and instead use incremental orientation integer The , how Breshenema algorithms that produce results as good or better than the direct trigonometric mathematical calculations and much faster.
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