Reputation: 385
So I have a vector (split into two seperate values for learning purposes).
I have it set to to:
var px = 6*( Math.cos( originalAngle * (Math.PI/180)));
var py = 6*( Math.sin( originalAngle * (Math.PI/180)));
Which sets the X coordinate (px) to 6 and sets the Y coordinate (py) to 0.
I then use the rotation matix to try rotate the vector by 90 degrees:
var a = 90*(Math.PI/180);
var nx = px*Math.cos(a) - py * Math.sin(a);
var ny = px*Math.sin(a) + py * Math.cos(a);
I would expect the new coordinates to be X(nx): 0 and Y(ny): 6.
But my actual result is X(nx): 3.6739403974420594e-16 and Y(ny): Y: 6.
So, I'm not sure why X is return that value.
EDIT* My fiddle is here
Upvotes: 0
Views: 68
Reputation: 284
This is a rounding error due to approximations made when computing the cos and sin. 3.6739403974420594e-16 is almost 0 but if you need to obtain exactly 0 you could set a threshold for what is small enough to be zero:
if(nx<1e-10){
nx=0
}
if(ny<1e-10){
ny=0
}
Upvotes: 1