hello , I need to know how to get the direction from point A to point B
eg. point_direction(0 , 0 , 100,100); would equal 315
x1 y1 x2 y2
how do I compute this ?
Thanks !
Jump to PostAre you looking for the bearing? You would need to use the inverse trig functions found in the <cmath> header then convert the answers from radians to degrees.
Jump to Post#include <cmath> #include <iostream> int main() { double x1 = 0; double y1 = 0; double x2 = 100; double y2 = 100; std::cout << 180./3.14159 * atan((x2-x1)/(y2-y1)) << std::endl; return 0; }
The answer is 45 not 315 going from (0,0), to (100,100), right?
Dave
Are you looking for the bearing? You would need to use the inverse trig functions found in the <cmath> header then convert the answers from radians to degrees.
Are you looking for the bearing? You would need to use the inverse trig functions found in the <cmath> header then convert the answers from radians to degrees.
what would the code be to this ?
#include <cmath>
#include <iostream>
int main()
{
double x1 = 0;
double y1 = 0;
double x2 = 100;
double y2 = 100;
std::cout << 180./3.14159 * atan((x2-x1)/(y2-y1)) << std::endl;
return 0;
}
The answer is 45 not 315 going from (0,0), to (100,100), right?
Dave
Just look up the distance formula.
#include <cmath> #include <iostream> int main() { double x1 = 0; double y1 = 0; double x2 = 100; double y2 = 100; std::cout << 180./3.14159 * atan((x2-x1)/(y2-y1)) << std::endl; return 0; }
The answer is 45 not 315 going from (0,0), to (100,100), right?
Dave
well in graphics everything starts at the top left hand side :icon_smile:
Ah, yes. In mathematics the standard is +x is 0 degrees and the angle increases counter-clockwise. You'll have to adjust accordingly.
Dave
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