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Re^3: Rotate a 3D vectorby johnnywang (Priest) |
on Oct 18, 2004 at 02:02 UTC ( [id://400028]=note: print w/replies, xml ) | Need Help?? |
just want to point out it's not quite right. You need to first find the polar angle for the original point (x,y), then add the $angle to that for the new polar angle.
Updated. I'm only refering to the geometric meaning. There is a formula: multiplying by the rotation matrix given by ((cos, -sin),(sin, cos)) (not perl notation!)
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