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Well, the quick-and-dirty way to do it is to scale your x component by cos(t) and your y component by sin(t). You might be happier with a matrix-based solution in the long run, though.

Edit: The math above is, of course, totally bogus. I plead momentary imbecility. johnnywang has the correct solution. D'oh!

What kind of program are you writing, btw?

--
Yours in pedantry,
F o x t r o t U n i f o r m

"Lines of code don't matter as long as I'm not writing them." -- merlyn


In reply to Re^2: Rotate a 3D vector by FoxtrotUniform
in thread Rotate a 3D vector by true

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