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CO1301: Games Concepts

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CO1301: Games Concepts Lecture 8 Basic Trigonometry Dr Nick Mitchell (Room CM 226) email: npmitchell_at_uclan.ac.uk Material originally prepared by Gareth Bellaby – PowerPoint PPT presentation

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Title: CO1301: Games Concepts


1
CO1301 Games Concepts
Lecture 8 Basic Trigonometry
  • Dr Nick Mitchell (Room CM 226)
  • email npmitchell_at_uclan.ac.uk
  • Material originally prepared by Gareth Bellaby

Hipparchos the father of trigonometry (image
from Wikipedia)
2
References
  • Rabin, Introduction to Game Development, Chapter
    4.1
  • Van Verth Bishop, Essential Mathematics for
    Games, Appendix A and Chapter 1
  • Eric Lengyel, Mathematics for 3D Game Programming
    Computer Graphics
  • Frank Luna, Introduction to 3D Game Programming
    with Direct 9.0c A Shader Approach, Chapter 1

3
Lecture Structure
  • Introduction
  • Trigonometric functions
  • sine, cosine, tangent
  • Circles
  • Useful trigonometric laws

4
Why study Trigonometry?
  • Why is trigonometry relevant to your course?
  • Games involve lots of geometrical calculations
  • Rotation of models
  • Line of sight calculations
  • Collision detection
  • Lighting.
  • For example, the intensity of directed light
    changes according to the angle at which it
    strikes a surface.
  • You require a working knowledge of geometry.

5
Mathematical Functions
  • A mathematical function defines a relationship
    between one variable and another.
  • A function takes an input (argument) and relates
    it to an output (value) according to some rule or
    formula.
  • For instance, the sine function maps an angle (as
    input) onto a number (as output).
  • The set of possible input values is the functions
    domain.
  • The set of possible output values is the
    functions range.
  • For any given input, there is exactly one output
  • The 32 cannot be 9 today and 8 tomorrow!
  • Mathematical Laws
  • I'll introduce some laws. I'm not going to prove
    or derive them. I will ask you to accept them as
    being true.

6
Greek letters
  • It is a convention to use Greek letters to
    represent angles and some other mathematical
    terms
  • a alpha
  • ß beta
  • ? gamma
  • ? theta
  • ? lambda
  • p pi
  • ? (capital) Delta

7
Trigonometry
  • Trigonometry arises out of an observation about
    right angled triangles...
  • Take a right angled triangle and consider one of
    its angles (but NOT the right angle itself).
  • We'll call this angle a.

o
a
8
Trigonometry
  • There is a relationship between the angle and the
    lengths of the sides. This relationship is
    expressed through one of the trigonometric
    functions, e.g. sine (abbreviated to sin).

sin(a) o / h
o
a
9
Values of sine
degrees sin (degrees)
0 0
15 0.26
30 0.5
45 0.71
60 0.87
75 0.97
90 1
105 0.97
120 0.87
135 0.71
150 0.5
165 0.26
degrees sin (degrees)
180 0
195 -0.26
210 -0.5
225 -0.71
240 -0.87
255 -0.97
270 -1
285 -0.97
300 -0.87
315 -0.71
330 -0.5
345 -0.26
10
Trigonometry
You need to be aware of three trigonometric
functions sine, cosine and tangent.
Function Name Symbol Definition
sine sin sin(a) o / h
cosine cos cos(a) a / h
tangent tan tan(a) o / a sin(a) / cos(a)
o
a
11
Radians
  • You will often come across angles measured in
    radians (rad), instead of degrees (deg)...
  • A radian is the angle formedby measuring one
    radiuslength along the circumferenceof a
    circle.
  • There are 2p radians in acomplete circle (
    360)
  • deg rad 180 / p
  • rad deg p / 180

12
Trigonometry
13
Trigonometric Functions
  • Sine, cosine and tangent are mathematical
    functions.
  • There are other trigonometric functions, but they
    are rarely used in computer programming.
  • Angles can be greater than 2p or less than -2p.
    Simply continue the rotation around the circle.
  • You can draw a graph of the functions. The x-axis
    is the angle and the y-axis is (for example)
    sin(x). If you graph out the sine function then
    you create a sine wave.

14
Sine Wave and Cosine Wave
Image taken from Wikipedia
15
Tangent Wave
Image taken from Wikipedia
16
C
  • C has functions for sine, cosine and tangent
    within its libraries.
  • Use the maths or complex libraries
  • The standard C functions use radians, not
    degrees.

include ltcmathgt using namespace std
float rad float result result
sin(rad) result cos(rad) result tan(rad)
17
PI
  • Written using the Greek letter p.
  • Otherwise use the English transliteration "Pi".
  • p is a mathematical constant.
  • 3.14159 (approximately).
  • p is the ratio of the circumference of a circle
    to its diameter.
  • This value holds true for any circle, no matter
    what its size. It is therefore a constant.

18
Circles
  • The constant p is derived from circles so useful
    to look at these.
  • Circles are a basic shape.
  • Circumference is the length around the circle.
  • Diameter is the width of a circle at its largest
    extent, i.e. the diameter must go through the
    centre of the circle.
  • Radius is a line from the centre of the circle to
    the edge (in any direction).

19
Circles
  • A tangent is a line drawn perpendicular to (at
    right angles to) the end point of a radius.
  • You may know these from drawing splines (curves)
    in 3ds Max.
  • You'll see them when you generate splines in
    graphics and AI.
  • A chord is line connecting two points on a circle.

20
Circles
  • A segment is that part of a circle made by chord,
    i.e. a line connecting two points on a circle.
  • A sector is part of a circle in which the two
    edges are radii.

sector
21
Circle
  • Using Cartesian coordinates.
  • Centre of the circle is at (a, b).
  • The length of the radius is r.
  • The length of the diameter is d.

22
Points on a Circle
  • Imagine a line from the centre of the circle to
    (x,y)
  • a is the angle between this line and the x-axis.

23
Identities
24
Trigonometric Relationships
  • This relationship is for right-angled triangles
    only

Where
25
Trigonometric Relationships
  • These relationships are for right-angled
    triangles only

26
Properties of triangles
  • This property holds for all triangles and not
    just right-angled ones.
  • The angles in a triangle can be related to the
    sides of a triangle.

27
Properties of triangles
  • These hold for all triangles

28
Inverses
  • Another bit of terminology and convention you
    need to be familiar with.
  • An inverse function is a function which is in the
    opposite direction. An inverse trigonometric
    function reverses the original trigonometric
    function, so that
  • If x sin(y) then y arcsin(x)
  • The inverse trigonometric functions are all
    prefixed with the term "arc" arcsine, arccosine
    and arctangent.
  • In C asin() acos() atan()

29
Inverses
  • The notation sin-1, cos-1 and tan-1 is common.
  • We know that trigonometric functions can produce
    the same result with different input values, e.g.
    sin(75o) and sin(105o) are both 0.97.
  • Therefore an inverse trigonometric function
    typically has a restricted range so only one
    value can be generated.

30
Inverses
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